Unlock to Continue Reading

Purchase this content to gain full access. By purchasing this content, you will unlock items for the virtual tabletop as well.

library

Primal Spirit of Soil and Stone

Habitat: Mountain, Planar (Elemental Plane of Earth), Underdark; Treasure: None

Primal spirits from the Elemental Plane of Earth merge with rocks and minerals to form earth ele­mentals. These beings possess powerful limbs and coarse features, sometimes studded with ore, gems, crystals, colorful striations, or living plants. On the Material Plane, earth elementals often serve those who conjure them, or they appear in regions influenced by their home plane, such as crystalline nodes, energetic fault lines, or veins of magical ore. Earth elementals effortlessly move through stone and can bring ruin to whole structures with their mighty fists.

Earth elementals are typically made of more than dirt. While an elemental’s composition doesn’t change its statistics or have monetary value, it makes each elemental distinct. Roll on or choose a result from the Earth Elemental Compositions table to inspire an earth elemental’s features.

Earth Elemental Compositions
1d8   The Earth Elemental’s Body Features …
1 Colorful mineral formations.
2 Cooled magma in melted heaps.
3 Grass, moss, or plant roots.
4 Heaps of peat or decaying matter.
5 Mounds of sand studded with shells.
6 Rubble or pieces of a ruined structure.
7 Striking striations or bands of color.
8 Veins of iron or other ore.

The foundations of our homes, the strength of our weapons, the vaults of our greatest secrets—earth is nothing less than the grip of reality itself. It is the mightiest element. This cannot be denied.

—Kabril the Perfect Compass, ruler of dao

Traits

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.

Actions

Multiattack. The elemental makes two attacks, using Slam or Rock Launch in any combination.

Slam. Melee Attack Roll:+8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage.

Rock Launch. Ranged Attack Roll: +8, range 60 ft. Hit: 8 (1d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.


Earth Elemental

Large Elemental, Neutral
  • Armor Class 17
  • Hit Points 147 (14d10 + 70)
  • Speed 30 ft., Burrow 30 ft.
  • Initiative +-1 (9)
STR
20 (5)
DEX
8 (-1)
CON
20 (5)
INT
5 (-3)
WIS
10 (0)
CHA
5 (-3)
  • Saving Throws Str +5, Dex -1, Con +5, Int -3, Wis +0, Cha -3
  • Vulnerabilities Thunder
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
  • Senses Darkvision 60 ft., Tremorsense 60 ft., passive Perception 10
  • Languages Primordial (Terran)
  • Challenge 5 (1,800 XP)
  • Habitat Mountain, Planar (Elemental Plane of Earth), Underdark
  • Treasure None
  • 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.

Actions


  • Multiattack. The elemental makes two attacks, using Slam or Rock Launch in any combination.
  • Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., One Target. Hit: (2d8 + 5) Bludgeoning damage.
  • Rock Launch. Ranged Weapon Attack: +8 to hit, reach 60 ft., One Target. Hit: (1d6 + 5 ) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×