Runaway Land

Huge elemental (earth), neutral

Armor Class 17 (natural armor)
Hit Points 162 (13d12 + 78)
Speed 40 ft.

22 (+6) 11 (+0) 22 (+6) 11 (+0) 15 (+2) 12 (+1)

Skills Perception +6
Saving Throws Str +12, Con +12
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Damage Immunities frightened, petrified, poisoned
Senses blindsight 120 ft., tremorsense 120 ft., passive Perception 16
Languages Common
Challenge 10 (5,900 XP)


  • Multiattack. The runaway road makes two attacks: one with its scoop and one with its stomp. It can use its Relocate instead of its Scoop.
  • Scoop. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the runaway road can’t scoop another target.
  • Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
  • Relocate. The runaway road makes one scoop attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the scoop’s damage, the target is relocated to the runaway road’s back, and the grapple ends. While relocated, the creature has total cover against attacks and other effects outside the runaway road. If the runaway road takes 30 damage or more on a single turn from a creature inside it, the runaway road must succeed on a DC 18 Constitution saving throw at the end of that turn or dump all relocated creatures, which fall prone in a space within 10 feet of the runaway road. If the runaway road dies, a relocated creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.


Moving toward you is a huge, jagged piece of land, running along on ten tremendous mountainous feet and feeling its way with its long wiggly peninsula. The feet raise it several yards above the ground. Its eyes are two small blue lakes and its mouth a broad bubbling river.

Runaway roads hump along like some dreadful sort of serpent, jouncing and bouncing. They are fond of enslaving those they can catch, bringing them to pepper mines where they are expected to work for runaway countries.

Unlike undiscovered countries, runaway countries claim people for their own. Runaway countries claim settlers for their own by abducting them, and then expect them to cultivate their land. Those who are polite may find that the country will name them royalty. Unfortunately, while runaway countries have plenty of resources, they only have fish in their lakes and not many fruits of vegetables.

Runaway countries dream of becoming an island and will keep running towards a body of water until they get there.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

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