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Enhancing "Rise of Tiamat" (Practical stuff to try at your table!)
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<blockquote data-quote="GuardianLurker" data-source="post: 7614719" data-attributes="member: 786"><p><strong>Replacing Mission to Thay - Elementum Divinantor, Darkest Cave</strong></p><p></p><p>Bramallag:</p><p></p><p></p><p>The party is provided with:</p><ul> <li data-xf-list-type="ul"> a magical doo-hickey with a claw-thingy on one end.</li> <li data-xf-list-type="ul"> a large, rolled-up carpet, and a scroll</li> </ul><p></p><p><span style="font-size: 15px"><strong>Arrival</strong></span></p><p style="margin-left: 20px"><em>The portal opens onto the end of a dark passage, only a few feet from the wall. Once you've wormed your way around the portal the passage extends past your sight, headed down. The air is still, and you can almost taste the weight of the earth, just like you can feel the darkness as a tangibile substance.</em></p> <p style="margin-left: 20px"><em></em></p><p></p><p>The range of any light sources is halved, as is the range of all darkvision. And while it does not extinguish light sources, it does count as magical darkness.</p><p></p><p><span style="font-size: 15px"><strong>Chasm Crossing</strong></span></p><p style="margin-left: 20px"><em>The passage opens, the weight of the dark earth becoming slightly less. The passage ends at a chasm that extends out of your sight above, below, and to your left and right. A shard of wall connects both chasm walls, the far end some 30 feet lower. An uneven and precarious path continues the descent on the far side.</em></p><p></p><p>Maps</p><p>[sblock]</p><p>Overhead:[ATTACH]106810[/ATTACH]</p><p>Profile:[ATTACH]106811[/ATTACH]</p><p></p><p>These maps use textures from Ground Set Tiles (#7 - The Descent) from the Lord Zsezse Works, available on the DMs Guild.</p><p>[/sblock]</p><p>The path is rough and uneven, with a noticeable slope. All characters movement speed is reduced by 5 feet, and the path is treated as difficult terrain. No earth elemental suffers movement or speed penalties from the path.</p><p></p><p>Encounter</p><p>[sblock]</p><p>1 Greater Earth Elemental, 3 Earth Elementals, 4 Earth Elemental Myrmidons, 6 Lesser Earth Elementals</p><p>3 Earth Elementals, 4 Earth Elemental Myrmidons, 6 Lesser Earth Elementals </p><p>1 Greater Void Elemental, 4 Void Elementals, 12 Lesser Void Elementals</p><p>1 Greater Void Elemental, 4 Void Elementals, 12 Lesser Void Elementals</p><p></p><p>Total CR: 26; Total XP: 76900</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Waterfall Descent</strong></span></p><p style="margin-left: 20px"><em>For the first time since you entered this realm of darkness, silence, and earth, you can feel a wind, taste water instead of dust, and hear a roar of falling water. Soon, the cramped passage enters a damp, crystal-filled shaft, a sheet of water filling the middle as it descends from the empty darkness above into the empty darkness below. In the faint light from the crystals, you can discern that the path winds its descent around the walls of the shaft before it vanishes in the mist filling the shaft.</em></p><p></p><p>The waterfall emerges from the top of the shaft 900 feet above the opening. Likewise, the floor of the shaft is also 1000 feet down. Climbing the walls is a DC 12 Strength (Athletics) check A new check is required every 100 feet, and the DC increases by one every time. The mist from the waterfall fills the entire shaft at this point, lightly obscuring the area.</p><p></p><p>The path is very rough terrain, it is not smooth or level, and is slick from the mist. Characters speed is reduced by 5 feet, and the path counts as difficult terrain. In addition, addition any characters who are knocked prone, or who become dazed, must make a DC 9 Dexterity saving throw to avoid falling off the path. The mineral elementals do not suffer any movement or speed penalties for being on the path.</p><p>The walls are not even or smooth. Non-flying characters who fall off the path, and are within 10 feet of the path should make a DC 15 Dexterity saving throw. If they succeed exactly, they are clinging to a ledge 100 feet below where they fell. Each point above 15 decreases the depth by 5 feet, each point below increases it by the same; normal falling damage applies.</p><p></p><p>Non-flying characters who are launched more than 10 feet away from the edge of the path must make a DC 20 Charisma saving throw to manuever themselves to within 10 feet of the wall. If they succeed, they will then make another saving throw (as described prior). Their base distance is 200 feet. Characters who do not make their first saving throw have fallen to their death, and their body is not recoverable.</p><p></p><p>Encounter</p><p>[sblock]</p><p>1 Greater Mineral Elemental with maximum hit points, 4 Mineral Elementals, 2 Lesser Mineral Elementals</p><p>1 Greater Mineral Elemental, 2 Mineral Elementals, 2 Lesser Mineral Elementals</p><p>1 Greater Mineral Elemental, 2 Mineral Elementals, 2 Lesser Mineral Elementals</p><p>1 Greater Mineral Elemental, 2 Mineral Elementals, 2 Lesser Mineral Elementals</p><p></p><p>1 Greater Steam Elemental, 4 Steam Elementals, 4 Lesser Steam Elementals</p><p>4 Steam Elementals, 2 Lesser Steam Elementals</p><p>4 Steam Elementals, 2 Lesser Steam Elementals</p><p>4 Steam Elementals, 2 Lesser Steam Elementals</p><p>2 Steam Elementals</p><p></p><p>Total CR: 26; Total XP: 88000</p><p>[/sblock]</p><p>Map</p><p>[sblock]</p><p>[ATTACH]106812[/ATTACH]</p><p></p><p>This map uses textures from Ground Set Tiles (#7 - The Descent) from the Lord Zsezse Works, available on the DMs Guild.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Rubble Slide</strong></span></p><p style="margin-left: 20px"><em>The passage stops preciptiously, opening abruptly into what can only described as a cavernous void. 20 feet below the opening, an enormous pile of rubble slopes down and away from the wall and out of your sight.</em></p><p></p><p>The rubble is mostly stable, but it is difficult terrain. Characters who are knocked prone must make a Dexterity saving throw with a DC equal to 10 or half the damage they suffered, whichever is greater. If they succeed, nothing further happens. If they fail, they slide an additional 30 feet and take 7 (2d6) bludgeoning damage.</p><p></p><p>Any attack that inflicts bludgeoning or thunder damage and hits the rubble will start a small slide. All characters within a 5 foot cone per 10 points of damage must make a DC 15 saving throw. On a failure, they slide a distance equals to 4 times size of the cone and take half the damage of the original attack as bludgeoning damage. A successful save reduces the damage by half again, and the distance by half as well (to 2 times the distance).</p><p></p><p>All earth elementals are immune to both of these effects.</p><p></p><p>Encounter</p><p>[sblock]</p><p>1 Greater Dust Elemental, 4 Dust Elementals, 8 Lesser Dust Elementals</p><p>12 Lesser Dust Elementals</p><p>1 Greater Earth Elemental with maximum hit points, 6 Earth Elementals</p><p>1 Greater Earth Elemental, 6 Earth Elementals</p><p>4 Earth Elementals</p><p></p><p>Total CR: 25; Total XP: 62700</p><p>[/sblock]</p><p>Map</p><p>[sblock]</p><p>[ATTACH]106813[/ATTACH]</p><p></p><p>This map uses textures from Ground Set Tiles (#7 - The Descent) from the Lord Zsezse Works, available on the DMs Guild.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>The Deepest Cavern</strong></span></p><p style="margin-left: 20px"><em>The passage you've been following has been level for quite some time, the few pebbles from the rubble slide long since left behind. Eventually, you took a short rest, then continued onwards.Now the passage opens into a immense cavern, but even as the caven opens up, the darkness presses down on you even more heavily, an almost tangible presence. From the darkness, you hear the booming and grating sound of Terran being spoken.</em></p><p></p><p>Encounter</p><p>[sblock]</p><p>1 Earth Elemental Ancient</p><p>1 Earth Elemental, 4 Lesser Earth Elementals</p><p>1 Greater Earth Elementals with maximum hit points, 2 Earth Elementals</p><p>1 Greater Earth Elementals with maximum hit points, 2 Earth Elementals</p><p>1 Greater Earth Elementals, 1 Earth Elemental</p><p>1 Greater Earth Elementals, 1 Earth Elemental</p><p>8 Lesser Earth Elementals</p><p>8 Lesser Earth Elementals</p><p>4 Lesser Earth Elementals</p><p></p><p>Total CR: 30; Total XP: 152000</p><p>[/sblock]</p><p></p><p>Map</p><p>[sblock]</p><p>Winding Caverns, by Arc Knight Games; Knotwork-100ppi</p><p>[/sblock]</p><p></p><p>The characters enter from the top of the map. All light and vision ranges within these caverns are reduced by half. The floor is even, level, and regular. The ceiling is 40 feet high in the main cavern, and 30 feet high in the tunnels. There are candelabras placed about the chamber. They do not provide light - instead they enhance the range of tremorsense. To the earth elementals, this is a brightly lit hall, and everything in it is visible.</p><p></p><p>For characters who speak Terran, the dialect is very hard to understand, and the speech is initially, unintelligible. A character who understands Terran, can make a DC 13 Insight or DC 16 Intelligence check to understand it. The initial speech is Pure Terran, which can only be spoken by actual earth elementals, and appears to be formal court proceedings.</p><p></p><p>[hr][/hr]</p><p></p><p>Earth Elemental Ancient</p><p>[sblock]</p><p><em>Gargantuan Elemental, Neutral</em></p><p>Armor Class: 21 (natural armor)</p><p>Hit Points: 810 (30d20 + 210)</p><p>Speed: 40 ft., burrow 50 ft.</p><p></p><p>Str: 24(+7) Dex:8(-1) Con:24(+7) Int:7(-2) Wis:12(+1) Cha:7(-2)</p><p></p><p>Saving Throws: Con +15</p><p>Skills: Perception +9</p><p>Damage Vulnerabilities: thunder</p><p>Damage Immunities: poison; bludgeoning, piercing, and slashing from nonmagical attacks</p><p>Condition Immunites: exhaustion, paralyzed, petrified, poisoned, unconscious</p><p>Senses: darkvision 90 ft., tremorsense 90 ft., passive Perception 19</p><p>Languages: Terran, Primordial</p><p>Challenge: 27; XP: 105000</p><p></p><p><strong>Traits</strong></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><strong><em>Seige Monster:</em></strong> The elemental deals double damage to objects and structures.</p><p><strong><em>Empowered Attacks:</em></strong> An Earth Elemental Ancient's attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.</p><p><strong><em>Magic Resistance:</em></strong> An Earth Elemental Ancient has advantage on all saving throws against spells and other magical effects.</p><p></p><p><strong>Actions</strong></p><p><strong><em>Multiattack:</em></strong> The Earth Elemental Ancient makes four slam attacks.</p><p><strong><em>Slam:</em></strong> Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.</p><p><strong><em>Quake (Recharge 5-6):</em></strong> The elemental chooses a 15 foot radius area within 50 feet of it. The ground shakes and rumbles. Any creature in the affected area must succeed on a DC 20 Dexterity saving throw. On a faulure the target takes 13 (2d10\2) bludgeoning damage and 13 (2d12) force damage, and is knocked prone. The ground within the area is considered rough terrain afterwards. If the saving throw is successful, the target takes half the bludgeoning and force damage, and isn't knocked prone.</p><p></p><p><strong>Legendary Actions</strong></p><p>An Earth Elemental Ancient may take 2 legendary actions per round. Each action may only be taken at the end of another's turn.</p><p><strong><em>Boulder Throw (1 action):</em></strong> Ranged Weapon Attack: +15 to hit, range 50/200 feet, one target. Hit: 33 (4d12+7) bludgeoning damage, plus the target must make a DC 18 Strength saving throw or be knocked prone.</p><p><strong><em>Earthen Grasp (1 action):</em></strong> The elemental chooses a 15 foot radius area within 50 feet of it. The ground shakes and rumbles. Any creature in the affected area must succeed on a DC 20 Dexterity saving throw, or be restrained. A restrained character can break the grasp with a DC 22 Strength (Athlethics) or DC 22 Dexterity(Acrobatics) check as an action. Doing so changes the target's condition to grappled, which the target can remove with a DC 20 Strength (Athlethics) or DC 20 Dexterity(Acrobatics) check as an action. A restrained target automatically fails its save against the Quake action; a grappled target has disadvantage on the saving throw.</p><p><strong><em>Earth's Embrace (2 actions):</em></strong> Each enemy within 60 feet must make a DC 18 Constitution saving throw. On a failure, they suffer 26 ( 4d12) necrotic damage, and the ancient elemental heals one half of the target's damage. On a successful save, the target receives half damage, and the ancient is not healed.</p><p></p><p><strong>Lair Actions</strong></p><p>At the end of every round, the Ancient may randomly spawn various elementals. Roll 1d6. On a 1-3, spawn 4 lesser elementals. On a 4-5, spawn 2 normal elementals. On a 6, spawn one greater elemental.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 7614719, member: 786"] [b]Replacing Mission to Thay - Elementum Divinantor, Darkest Cave[/b] Bramallag: The party is provided with: [list] [*] a magical doo-hickey with a claw-thingy on one end. [*] a large, rolled-up carpet, and a scroll [/list] [size=4][b]Arrival[/b][/size] [indent][i]The portal opens onto the end of a dark passage, only a few feet from the wall. Once you've wormed your way around the portal the passage extends past your sight, headed down. The air is still, and you can almost taste the weight of the earth, just like you can feel the darkness as a tangibile substance. [/i][/indent] The range of any light sources is halved, as is the range of all darkvision. And while it does not extinguish light sources, it does count as magical darkness. [size=4][b]Chasm Crossing[/b][/size] [indent][i]The passage opens, the weight of the dark earth becoming slightly less. The passage ends at a chasm that extends out of your sight above, below, and to your left and right. A shard of wall connects both chasm walls, the far end some 30 feet lower. An uneven and precarious path continues the descent on the far side.[/i][/indent] Maps [sblock] Overhead:[ATTACH=CONFIG]106810._xfImport[/ATTACH] Profile:[ATTACH=CONFIG]106811._xfImport[/ATTACH] These maps use textures from Ground Set Tiles (#7 - The Descent) from the Lord Zsezse Works, available on the DMs Guild. [/sblock] The path is rough and uneven, with a noticeable slope. All characters movement speed is reduced by 5 feet, and the path is treated as difficult terrain. No earth elemental suffers movement or speed penalties from the path. Encounter [sblock] 1 Greater Earth Elemental, 3 Earth Elementals, 4 Earth Elemental Myrmidons, 6 Lesser Earth Elementals 3 Earth Elementals, 4 Earth Elemental Myrmidons, 6 Lesser Earth Elementals 1 Greater Void Elemental, 4 Void Elementals, 12 Lesser Void Elementals 1 Greater Void Elemental, 4 Void Elementals, 12 Lesser Void Elementals Total CR: 26; Total XP: 76900 [/sblock] [size=4][b]Waterfall Descent[/b][/size] [indent][i]For the first time since you entered this realm of darkness, silence, and earth, you can feel a wind, taste water instead of dust, and hear a roar of falling water. Soon, the cramped passage enters a damp, crystal-filled shaft, a sheet of water filling the middle as it descends from the empty darkness above into the empty darkness below. In the faint light from the crystals, you can discern that the path winds its descent around the walls of the shaft before it vanishes in the mist filling the shaft.[/i][/indent] The waterfall emerges from the top of the shaft 900 feet above the opening. Likewise, the floor of the shaft is also 1000 feet down. Climbing the walls is a DC 12 Strength (Athletics) check A new check is required every 100 feet, and the DC increases by one every time. The mist from the waterfall fills the entire shaft at this point, lightly obscuring the area. The path is very rough terrain, it is not smooth or level, and is slick from the mist. Characters speed is reduced by 5 feet, and the path counts as difficult terrain. In addition, addition any characters who are knocked prone, or who become dazed, must make a DC 9 Dexterity saving throw to avoid falling off the path. The mineral elementals do not suffer any movement or speed penalties for being on the path. The walls are not even or smooth. Non-flying characters who fall off the path, and are within 10 feet of the path should make a DC 15 Dexterity saving throw. If they succeed exactly, they are clinging to a ledge 100 feet below where they fell. Each point above 15 decreases the depth by 5 feet, each point below increases it by the same; normal falling damage applies. Non-flying characters who are launched more than 10 feet away from the edge of the path must make a DC 20 Charisma saving throw to manuever themselves to within 10 feet of the wall. If they succeed, they will then make another saving throw (as described prior). Their base distance is 200 feet. Characters who do not make their first saving throw have fallen to their death, and their body is not recoverable. Encounter [sblock] 1 Greater Mineral Elemental with maximum hit points, 4 Mineral Elementals, 2 Lesser Mineral Elementals 1 Greater Mineral Elemental, 2 Mineral Elementals, 2 Lesser Mineral Elementals 1 Greater Mineral Elemental, 2 Mineral Elementals, 2 Lesser Mineral Elementals 1 Greater Mineral Elemental, 2 Mineral Elementals, 2 Lesser Mineral Elementals 1 Greater Steam Elemental, 4 Steam Elementals, 4 Lesser Steam Elementals 4 Steam Elementals, 2 Lesser Steam Elementals 4 Steam Elementals, 2 Lesser Steam Elementals 4 Steam Elementals, 2 Lesser Steam Elementals 2 Steam Elementals Total CR: 26; Total XP: 88000 [/sblock] Map [sblock] [ATTACH=CONFIG]106812._xfImport[/ATTACH] This map uses textures from Ground Set Tiles (#7 - The Descent) from the Lord Zsezse Works, available on the DMs Guild. [/sblock] [size=4][b]Rubble Slide[/b][/size] [indent][i]The passage stops preciptiously, opening abruptly into what can only described as a cavernous void. 20 feet below the opening, an enormous pile of rubble slopes down and away from the wall and out of your sight.[/i][/indent] The rubble is mostly stable, but it is difficult terrain. Characters who are knocked prone must make a Dexterity saving throw with a DC equal to 10 or half the damage they suffered, whichever is greater. If they succeed, nothing further happens. If they fail, they slide an additional 30 feet and take 7 (2d6) bludgeoning damage. Any attack that inflicts bludgeoning or thunder damage and hits the rubble will start a small slide. All characters within a 5 foot cone per 10 points of damage must make a DC 15 saving throw. On a failure, they slide a distance equals to 4 times size of the cone and take half the damage of the original attack as bludgeoning damage. A successful save reduces the damage by half again, and the distance by half as well (to 2 times the distance). All earth elementals are immune to both of these effects. Encounter [sblock] 1 Greater Dust Elemental, 4 Dust Elementals, 8 Lesser Dust Elementals 12 Lesser Dust Elementals 1 Greater Earth Elemental with maximum hit points, 6 Earth Elementals 1 Greater Earth Elemental, 6 Earth Elementals 4 Earth Elementals Total CR: 25; Total XP: 62700 [/sblock] Map [sblock] [ATTACH=CONFIG]106813._xfImport[/ATTACH] This map uses textures from Ground Set Tiles (#7 - The Descent) from the Lord Zsezse Works, available on the DMs Guild. [/sblock] [size=4][b]The Deepest Cavern[/b][/size] [indent][i]The passage you've been following has been level for quite some time, the few pebbles from the rubble slide long since left behind. Eventually, you took a short rest, then continued onwards.Now the passage opens into a immense cavern, but even as the caven opens up, the darkness presses down on you even more heavily, an almost tangible presence. From the darkness, you hear the booming and grating sound of Terran being spoken.[/i][/indent] Encounter [sblock] 1 Earth Elemental Ancient 1 Earth Elemental, 4 Lesser Earth Elementals 1 Greater Earth Elementals with maximum hit points, 2 Earth Elementals 1 Greater Earth Elementals with maximum hit points, 2 Earth Elementals 1 Greater Earth Elementals, 1 Earth Elemental 1 Greater Earth Elementals, 1 Earth Elemental 8 Lesser Earth Elementals 8 Lesser Earth Elementals 4 Lesser Earth Elementals Total CR: 30; Total XP: 152000 [/sblock] Map [sblock] Winding Caverns, by Arc Knight Games; Knotwork-100ppi [/sblock] The characters enter from the top of the map. All light and vision ranges within these caverns are reduced by half. The floor is even, level, and regular. The ceiling is 40 feet high in the main cavern, and 30 feet high in the tunnels. There are candelabras placed about the chamber. They do not provide light - instead they enhance the range of tremorsense. To the earth elementals, this is a brightly lit hall, and everything in it is visible. For characters who speak Terran, the dialect is very hard to understand, and the speech is initially, unintelligible. A character who understands Terran, can make a DC 13 Insight or DC 16 Intelligence check to understand it. The initial speech is Pure Terran, which can only be spoken by actual earth elementals, and appears to be formal court proceedings. [hr][/hr] Earth Elemental Ancient [sblock] [i]Gargantuan Elemental, Neutral[/i] Armor Class: 21 (natural armor) Hit Points: 810 (30d20 + 210) Speed: 40 ft., burrow 50 ft. Str: 24(+7) Dex:8(-1) Con:24(+7) Int:7(-2) Wis:12(+1) Cha:7(-2) Saving Throws: Con +15 Skills: Perception +9 Damage Vulnerabilities: thunder Damage Immunities: poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunites: exhaustion, paralyzed, petrified, poisoned, unconscious Senses: darkvision 90 ft., tremorsense 90 ft., passive Perception 19 Languages: Terran, Primordial Challenge: 27; XP: 105000 [b]Traits[/b] [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]Seige Monster:[/i][/b] The elemental deals double damage to objects and structures. [b][i]Empowered Attacks:[/i][/b] An Earth Elemental Ancient's attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons. [b][i]Magic Resistance:[/i][/b] An Earth Elemental Ancient has advantage on all saving throws against spells and other magical effects. [b]Actions[/b] [b][i]Multiattack:[/i][/b] The Earth Elemental Ancient makes four slam attacks. [b][i]Slam:[/i][/b] Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage. [b][i]Quake (Recharge 5-6):[/i][/b] The elemental chooses a 15 foot radius area within 50 feet of it. The ground shakes and rumbles. Any creature in the affected area must succeed on a DC 20 Dexterity saving throw. On a faulure the target takes 13 (2d10\2) bludgeoning damage and 13 (2d12) force damage, and is knocked prone. The ground within the area is considered rough terrain afterwards. If the saving throw is successful, the target takes half the bludgeoning and force damage, and isn't knocked prone. [b]Legendary Actions[/b] An Earth Elemental Ancient may take 2 legendary actions per round. Each action may only be taken at the end of another's turn. [b][i]Boulder Throw (1 action):[/i][/b] Ranged Weapon Attack: +15 to hit, range 50/200 feet, one target. Hit: 33 (4d12+7) bludgeoning damage, plus the target must make a DC 18 Strength saving throw or be knocked prone. [b][i]Earthen Grasp (1 action):[/i][/b] The elemental chooses a 15 foot radius area within 50 feet of it. The ground shakes and rumbles. Any creature in the affected area must succeed on a DC 20 Dexterity saving throw, or be restrained. A restrained character can break the grasp with a DC 22 Strength (Athlethics) or DC 22 Dexterity(Acrobatics) check as an action. Doing so changes the target's condition to grappled, which the target can remove with a DC 20 Strength (Athlethics) or DC 20 Dexterity(Acrobatics) check as an action. A restrained target automatically fails its save against the Quake action; a grappled target has disadvantage on the saving throw. [b][i]Earth's Embrace (2 actions):[/i][/b] Each enemy within 60 feet must make a DC 18 Constitution saving throw. On a failure, they suffer 26 ( 4d12) necrotic damage, and the ancient elemental heals one half of the target's damage. On a successful save, the target receives half damage, and the ancient is not healed. [b]Lair Actions[/b] At the end of every round, the Ancient may randomly spawn various elementals. Roll 1d6. On a 1-3, spawn 4 lesser elementals. On a 4-5, spawn 2 normal elementals. On a 6, spawn one greater elemental. [/sblock] [/QUOTE]
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