Great Earth Elemental (5e Creature)
From D&D Wiki
Great Earth Elemental[edit]
Large elemental, neutral Armor Class 17 (natural armor)
Skills Animal Handling +4, Athletics +9, Sleight of Hand +3 Brute. A melee weapon deals one extra die of its damage when the elemental hits with it (included in the attack). Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Siege Monster. The elemental deals double damage to objects and structures. ACTIONSMultiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the elemental can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the elemental. A creature can benefit from only one Leadership die at a time. The effect ends if the elemental is incapacitated. REACTIONSParry. The elemental adds 3 to its AC against one melee attack that would hit it. To do so, the elemental must see the attacker and be wielding a melee weapon. |
An earth elemental with the Great Elemental template applied to it. Great earth elementals are brutish creatures of rattling stone, gliding under the earth. They usually lord over galeb duhrs and may be a favored servant or warrior of a dao. Elemental Nature. A great earth elemental doesn't require air, food, drink, or sleep. |
Back to Main Page → 5e Homebrew → Creatures