AC 17 (natural armor)
HP 114 (12d10 + 48; bloodied 57)
Speed 30 ft., burrow 30 ft.
Proficiency +3; Maneuver DC 15
Damage Vulnerabilities thunder
Damage Resistances damage from nonmagical weapons
Damage Immunities poison
Condition Immunities fatigue , paralyzed , petrified , poisoned , unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Terran
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone without disturbing it.
Siege Monster. The elemental deals double damage to objects and structures.
Elemental Nature. An elemental doesn’t require air, sustenance, or sleep.
ACTIONS
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Earth’s Embrace. Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d12 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the elemental can’t burrow or use Earth’s Embrace and its slam attacks are made with advantage against the grappled target.
Rock. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.
Combat
The elemental grapples a creature with its Earth’s Embrace and then make slam attacks against that creature. If it can’t reach a melee opponent, it burrows to engage a ranged attacker instead. Failing that, it makes a rock attack. Elementals retreat only if ordered to do so.
Earth Elemental Appearance
1 Clay or stone soldier
1 Thin, pale, dirty human
2 Humanoid collection of floating pebbles
3 Clay figure in rough humanoid shape
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 Elementals are spirits of fire, earth, air, and water not native to this world. Spellcasters can summon elementals and bend them to their will. An uncontrolled elemental may turn on the creature that summoned it.
DC 15 Elementals are resistant to nonmagical weapons and immune to poison. Earth elementals are vulnerable to thunder. Fire elementals take damage from water. Water elementals are slowed by cold damage.
Spellcasters and other powerful beings draw upon the animating life force of the pure elements—air, earth, fire, and water—to manifest elementals. Just as our world is home to birds, beasts, trees, and flowers, the elemental planes contain shapeless spirits of energy and instinct. These inchoate entities can be exploited with magic to create compliant servants and timeless guardians.
Shaped for Service. A conjurer of sufficient skill can shape an elemental as they please, not just as creatures, but also as weapons or objects of artifice. Elemental power can create stone soldiers, forges of living flame or ships carried on their own currents, and windmills turned by an endless breeze. Elemental servants might resemble large humanoids, primal beasts, or divine avatars. The only limit is the summoner's imagination and their will to control the elemental.
Perilous Conjuration. A wild spirit of elemental force has little sense of self, content to be one with the element with which it shares an affinity. Should an elemental break free from control, it becomes an animate mass of its native element, wreaking havoc without regard for its surroundings.
1 Repairing cracks
2 Repeatedly rising from and sinking into the floor
3 Standing completely still
4 Sculpting a statue
1 Rumbling, grinding sound
2 Heavy clomping sound, like slow footsteps
3 Fitful breezes blow grit in your eyes
4 Sprouting stalagmites and stalactites
Elementals accompany spellcasters and guard their lairs. They’re native to the Elemental Planes.
CR 5–10 1 or 2 elementals ; elemental with 1d4 mephits ; giant elemental
Elementals are creatures from one of the Elemental Planes. The most basic of elementals are earth elementals , fire elementals , water elementals , and air elementals , each composed of magically animate earth, fire, and so on. The Elemental Planes are also home to genies, mephits , and other elemental creatures.