Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
5e Updates: Monstrous Compendium
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="dave2008" data-source="post: 8082854" data-attributes="member: 83242"><p><strong><span style="font-size: 22px">Primal Earth Elemental</span></strong></p><p><em>Elite Gargantuan elemental, neutral</em></p><p>[ATTACH=full]125703[/ATTACH]</p><p><strong>Armor Class</strong> 20 (natural armor)</p><p><strong>Hit Points</strong> 814 ((22d20 + 176)x2; bloodied 407)</p><p><strong>Speed</strong> 60 ft., burrow 60 ft.</p><p>[ATTACH=full]125701[/ATTACH]</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>26 (+8)</td><td>10 (+0)</td><td>26 (+8)</td><td>13 (+1)</td><td>16 (+3)</td><td>11 (+0)</td></tr></table><p>[ATTACH=full]125702[/ATTACH]</p><p><strong>Savings Throws</strong> Str +14, Dex +6, Con +14, Wis +9</p><p><strong>Skills</strong> Acrobatics +14, Perception +9, Stealth +14</p><p><strong>Damage Resistances </strong>cold, fire, necrotic; bludgeoning, piercing, and slashing that is nonmagical</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities </strong>exhaustion, paralyzed, petrified, poisoned, unconscious</p><p><strong>Senses</strong> darkvision 120 ft., tremorsense 120 ft., passive Perception 13</p><p><strong>Languages</strong> Terran, Primordial</p><p><strong>Challenge</strong> 19 (44,000 elite XP) <strong>Proficiency Bonus</strong> +6</p><p>[ATTACH=full]125704[/ATTACH]</p><p><strong><em>Earth Glide.</em></strong> The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.</p><p></p><p><strong><em>Colossal.</em></strong> The elemental’s space is 30 feet by 30 feet.</p><p></p><p><strong><em>Elemental Attacks.</em></strong> The primal elemental’s attacks are treated as magical weapons.</p><p></p><p><strong><em>Elemental Resistance (3/short rest).</em></strong> If the elemental fails a saving throw, it can use a reaction to re-roll the saving throw.</p><p></p><p><strong><em>Magic Resistance. </em></strong>The elemental has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the elemental has disadvantage on the attack roll.</p><p></p><p><strong><em>Earthen Fortitude (Elite Trait, recharges after a short or long rest). </em></strong>If the elemental bloodied, all conditions and effects the elemental is suffering end for it, all of its abilities recharge, and if can use its elite actions.</p><p></p><p><strong><em>Rock Skin.</em></strong> The elemental is immune to all damage, except psychic, unless the attack or effect inflicts 10 or more hit points of damage, in which case it takes damage as normal.</p><p></p><p><strong><em>Siege Monster.</em></strong> The primal elemental deals double damage to objects and structures.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong><em>Multiattack.</em></strong> The elemental makes two slam attacks.</p><p></p><p><strong><em>Slam. </em></strong><em>Melee Weapon Attack:</em> +14 to hit, reach 20 ft., one target. <em>Hit:</em> 35 (5d10 + 8) bludgeoning damage and the target must make a DC 20 Strength saving throw or be knocked prone or pushed 20 feet, or, if the target is Large or smaller, grappled, the elemental’s choice.</p><p></p><p><strong><em>Rock. </em></strong><em>Ranged Weapon Attack:</em> +14 to hit, range 180/ 360 ft., one target. <em>Hit:</em> 41 (6d10 +8) bludgeoning damage and the target must make a DC 20 Strength saving throw or be knocked prone. If there are no rocks in the area the elemental can use a piece of its body, taking 14 (4d6) damage.</p><p></p><p><strong><em>Rampage (Recharge 4-6).</em></strong> The elemental moves up to it speed and can enter the space of Medium or smaller creatures. The first time it enters a creature’s space, or comes within reach of a creature during the move, it can make a <em>slam</em> attack against the target.</p><p></p><p><strong><em>Innate Spellcasting.</em></strong> The elemental’s spell casting ability is Wisdom (spell save DC 17, +9 to hit with attack spells). It can innately cast the following spells, requiring no components:</p><p></p><p>At will: <em> earth tremor, <em>earthbind, earthen grasp,</em>mold earth</em></p><p>3/day each:<em> erupting earth, <em>move earth</em> </em></p><p>1/day each: <em>bones of the earth, earthquake</em></p><p></p><p><strong><em>Summon Elementals (1/day).</em></strong> The elemental summons 2d8 earth elementals or 1d8 elder earth elementals or 1 ancient earth elemental to unoccupied spaces within 180 feet of the elemental.</p><p></p><p><strong><u>LEGENDARY ACTIONS</u></strong></p><p>The elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The elemental can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.</p><p></p><p><strong>Move.</strong> The elemental moves up to half its speed.</p><p><strong>Crush (Cost 2 Actions)</strong> The elemental squeezes on creature it is grappling. The target must make a DC22 Strength saving throw, taking 27 (5d10) bludgeoning damage on a failed save, or half as much damage on a successful one.</p><p><strong>Quick Casting (Cost 3 Actions). </strong>The elemental can cast an at-will spell.</p><p></p><p><strong><u>ELITE ACTIONS</u></strong></p><p>If the elemental's elite trait is active, it can use the options below as legendary actions for 1 hour after using Earthen Fortitude.</p><p></p><p><strong>Tremor. </strong> The elemental stomps its foot and creates a massive tremor in a 90-foot radius around itself. Each creature in the area must make a DC 22 Dexterity saving throw or fall prone. In addition, the area becomes difficult terrain, except for creatures with the Earth Glide trait.</p><p><strong>Attack (Cost 2 Actions). </strong>The elemental can make a slam attack.</p><p><strong>One with the Earth (Cost 2 Actions). </strong>If the elemental is standing on or in earth or stone, it regains 50 hit points.</p><p><strong>Smash (Cost 3 Actions).</strong> The elemental slams both of its fists at a point on the ground within 15 feet of it. Any creature in a 5-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 22 Dexterity saving throw or take 63 (10d10 + 8) bludgeoning damage and fall prone. Additionally, each creature within a 20-foot radius of the point, except the elemental, must make a DC 22 Constitution saving throw, taking 18 (4d8) force damage on a failed save, and have as much damage on successful one.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8082854, member: 83242"] [B][SIZE=6]Primal Earth Elemental[/SIZE][/B] [I]Elite Gargantuan elemental, neutral[/I] [ATTACH type="full" alt="1599432259505.png"]125703[/ATTACH] [B]Armor Class[/B] 20 (natural armor) [B]Hit Points[/B] 814 ((22d20 + 176)x2; bloodied 407) [B]Speed[/B] 60 ft., burrow 60 ft. [ATTACH type="full" alt="1599432256505.png"]125701[/ATTACH] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]26 (+8)[/TD] [TD]10 (+0)[/TD] [TD]26 (+8)[/TD] [TD]13 (+1)[/TD] [TD]16 (+3)[/TD] [TD]11 (+0)[/TD] [/TR] [/TABLE] [ATTACH type="full" alt="1599432257942.png"]125702[/ATTACH] [B]Savings Throws[/B] Str +14, Dex +6, Con +14, Wis +9 [B]Skills[/B] Acrobatics +14, Perception +9, Stealth +14 [B]Damage Resistances [/B]cold, fire, necrotic; bludgeoning, piercing, and slashing that is nonmagical [B]Damage Immunities[/B] poison [B]Condition Immunities [/B]exhaustion, paralyzed, petrified, poisoned, unconscious [B]Senses[/B] darkvision 120 ft., tremorsense 120 ft., passive Perception 13 [B]Languages[/B] Terran, Primordial [B]Challenge[/B] 19 (44,000 elite XP) [B]Proficiency Bonus[/B] +6 [ATTACH type="full" alt="1599432260721.png"]125704[/ATTACH] [B][I]Earth Glide.[/I][/B] The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through. [B][I]Colossal.[/I][/B] The elemental’s space is 30 feet by 30 feet. [B][I]Elemental Attacks.[/I][/B] The primal elemental’s attacks are treated as magical weapons. [B][I]Elemental Resistance (3/short rest).[/I][/B] If the elemental fails a saving throw, it can use a reaction to re-roll the saving throw. [B][I]Magic Resistance. [/I][/B]The elemental has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the elemental has disadvantage on the attack roll. [B][I]Earthen Fortitude (Elite Trait, recharges after a short or long rest). [/I][/B]If the elemental bloodied, all conditions and effects the elemental is suffering end for it, all of its abilities recharge, and if can use its elite actions. [B][I]Rock Skin.[/I][/B] The elemental is immune to all damage, except psychic, unless the attack or effect inflicts 10 or more hit points of damage, in which case it takes damage as normal. [B][I]Siege Monster.[/I][/B] The primal elemental deals double damage to objects and structures. [B][U]ACTIONS[/U] [I]Multiattack.[/I][/B] The elemental makes two slam attacks. [B][I]Slam. [/I][/B][I]Melee Weapon Attack:[/I] +14 to hit, reach 20 ft., one target. [I]Hit:[/I] 35 (5d10 + 8) bludgeoning damage and the target must make a DC 20 Strength saving throw or be knocked prone or pushed 20 feet, or, if the target is Large or smaller, grappled, the elemental’s choice. [B][I]Rock. [/I][/B][I]Ranged Weapon Attack:[/I] +14 to hit, range 180/ 360 ft., one target. [I]Hit:[/I] 41 (6d10 +8) bludgeoning damage and the target must make a DC 20 Strength saving throw or be knocked prone. If there are no rocks in the area the elemental can use a piece of its body, taking 14 (4d6) damage. [B][I]Rampage (Recharge 4-6).[/I][/B] The elemental moves up to it speed and can enter the space of Medium or smaller creatures. The first time it enters a creature’s space, or comes within reach of a creature during the move, it can make a [I]slam[/I] attack against the target. [B][I]Innate Spellcasting.[/I][/B] The elemental’s spell casting ability is Wisdom (spell save DC 17, +9 to hit with attack spells). It can innately cast the following spells, requiring no components: At will: [I] earth tremor, [I]earthbind, earthen grasp,[/I]mold earth[/I] 3/day each:[I] erupting earth, [I]move earth[/I] [/I] 1/day each: [I]bones of the earth, earthquake[/I] [B][I]Summon Elementals (1/day).[/I][/B] The elemental summons 2d8 earth elementals or 1d8 elder earth elementals or 1 ancient earth elemental to unoccupied spaces within 180 feet of the elemental. [B][U]LEGENDARY ACTIONS[/U][/B] The elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The elemental can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn. [B]Move.[/B] The elemental moves up to half its speed. [B]Crush (Cost 2 Actions)[/B] The elemental squeezes on creature it is grappling. The target must make a DC22 Strength saving throw, taking 27 (5d10) bludgeoning damage on a failed save, or half as much damage on a successful one. [B]Quick Casting (Cost 3 Actions). [/B]The elemental can cast an at-will spell. [B][U]ELITE ACTIONS[/U][/B] If the elemental's elite trait is active, it can use the options below as legendary actions for 1 hour after using Earthen Fortitude. [B]Tremor. [/B] The elemental stomps its foot and creates a massive tremor in a 90-foot radius around itself. Each creature in the area must make a DC 22 Dexterity saving throw or fall prone. In addition, the area becomes difficult terrain, except for creatures with the Earth Glide trait. [B]Attack (Cost 2 Actions). [/B]The elemental can make a slam attack. [B]One with the Earth (Cost 2 Actions). [/B]If the elemental is standing on or in earth or stone, it regains 50 hit points. [B]Smash (Cost 3 Actions).[/B] The elemental slams both of its fists at a point on the ground within 15 feet of it. Any creature in a 5-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 22 Dexterity saving throw or take 63 (10d10 + 8) bludgeoning damage and fall prone. Additionally, each creature within a 20-foot radius of the point, except the elemental, must make a DC 22 Constitution saving throw, taking 18 (4d8) force damage on a failed save, and have as much damage on successful one. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5e Updates: Monstrous Compendium
Top