Page 125 - D&D Bestiary
P. 125
Large elemental, neutral
Armor Class 15
Hit Points 90 (12d10 + 24)
Speed 0 ft., fly 90ft. (hover)
STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2) Large el~menial, neutral
Damage Resistances lightning, thunder; bludgeoning, piercing, Armor Class 17 (natural armor)
and slashing from nonmagical weapons Hit Points 126 (12d10 + 60)
Damage Immunities poison Speed 30ft., burrow 30ft.
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
STR DEX CON INT WIS CHA
Senses darkvision 60ft., passive Perception 10
20 (+5) 8 (-1) 20 (+5) 5 (- 3) 10 (+0) 5 (- 3)
Languages Au ran
Challenge 5 (1 ,800 XP)
Damage Vulnerabilities thunder
Damage Resistances bludgeoning, piercing, and slashing from
Air Form. The elemental can enter a hostile creature's space nonmagical weapons
and stop there. It can move through a space as narrow as 1 .Damage Immunities poison
inch wide without squeezing. Condition Immunities exhaustion, paralyzed, petrified,
poisoned, unconscious
ACTIONS Senses darkvision 60ft., tremorsense 60ft.,
passive Perception 10
Multiattack. The elemental makes two slam attacks. Languages Terran
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Challenge 5 (1 ,800 XP)
Hit: 14 (2d8 + 5) bludgeoning damage.
Earth Glide. The elemental can burrow through non magical,
Whirlwind (Recharge 4-6). Each creature in the elemental's
unworked earth and stone. While doing so, the elemental
space must make a DC 13 Strength saving throw. On a failure,
a target takes 15 (3d8 + 2) bludgeoning damage and is flung doesn't disturb the material it moves through.
up 20 feet away from the elemental in a random direction and Siege Monster. The elemental deals double damage to objects
knocked prone. If a thrown target strikes an object, such as a· and structures.
wall or floor, the target takes 3 (1d6) bludgeoning damage for
every 10 feet it was thrown. If the target is thrown at another ACTIONS
creature, that creature must succeed on a DC 13 Dexterity
Multiattack. The elemental makes two slam attacks.
saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the Slam. Melee Weapon Attack: +8 to hit, reach 10ft., one target.
bludgeoning damage and isn't flung away or knocked prone. Hit: 14 (2d8 + 5) bludgeoning damage.

