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Divi Noble

Challenge
Tags
str
22
dex
12
con
22
int
5
wis
6
cha
6

AC 18 (natural armor)

HP 345 (30d10 + 180, bloodied 172)

Speed 30 ft., burrow 30 ft., fly 30 ft.


Proficiency +4; Maneuver DC 18

Saving Throws Str +10, Con +10, Int +5, Wis +6, Cha +6

Skills Athletics +10, Perception +6

Damage Resistances acid

Condition Immunities petrified

Senses darkvision 120 ft., tremorsense 30 ft., passive Perception 16

Languages Terran


Earth Glide. The divi can burrow through nonmagical, unworked earth and stone without disturbing it.

Innate Spellcasting. The divi’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

At will: alter self (can assume Medium or Large form), detect magic , stone shape

3/day each: creation , move earth , passwall , tongues

1/day each: conjure elemental (earth elemental only), plane shift (to Elemental Plane of Earth only)

Siege Monster. The divi deals double damage to objects and structures.

Elemental Demise. When a divi dies, its body becomes a mote of elemental energy. This mote might take the form of a glowing chunk of earth, a shard of crystallized air, or an ever-burning ember.

Elite Recovery. At the end of each of its turns while bloodied, the divi noble ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated .

Magic Resistance. While bloodied, the divi noble has advantage on saving throws against spells and magical effects.

Wish. Three times per year, the divi noble can cast wish for a mortal, using no material components.


ACTIONS

Multiattack. The divi makes two melee attacks.

Crushing Hand. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the divi can’t use Crushing Hand on another target and has advantage on Crushing Hand attacks against this target, and the target can’t breathe .

Stone Club. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.

Quake (Recharge 5-6). Amid deafening rumbling, the ground shakes in a 10-foot radius around a point on an earth or stone surface within 90 feet. The area becomes difficult terrain . Each non-elemental creature in the area makes a DC 18 Constitution saving throw , taking 24 (7d6) thunder damage and falling prone on a failure or taking half damage on a success. 


BONUS ACTIONS

Stone Wall (1/Day). A permanent stone wall magically rises from an earth or stone surface within 60 feet. The wall is 6 inches thick and can be up to 20 feet high and 30 feet long. If it appears in a creature’s space, the creature can choose which side of the wall to move to. Each 10-foot-by-10-foot section of the wall is an object with AC 18 and 30 hit points.

The divi noble has the following additional bonus actions, which it can use only while bloodied :

Quake. The divi uses Quake.

Meteor Fall (1/Day). Dozens of rocks fall from the sky or ceiling. Each creature of the divi’s choice within 120 feet makes a DC 18 Constitution saving throw , taking 49 (14d6) bludgeoning damage on a failure or half damage on a success.

Combat

Div prefer to fight while standing on earth or stone. They attack with surprise and ambush ranged creatures using their burrow speed. A divi usually grabs spellcasters and ranged attackers in its crushing hand while engaging melee combatants with its club. It uses Stone Wall to separate opponents so that it can fight them individually. A divi fights until pushed to the brink of defeat. It burrows to safety if reduced to 34 hit points or fewer.


Names

Moriorg the Mountain, Scrillgravel, Silent, Terithen


Legends and Lore

With an Arcana or Nature check, characters can learn the following:

DC 10 Among the most powerful elemental beings in existence, genies rule the Elemental Planes.

DC 15 The essence of every genie is linked to one of the four basic elements: air, earth, fire, and water.

DC 20 Though all genies wield powerful elemental magic, only genie nobles possess the ability to grant wishes.

Description

Deep within the Elemental Plane of Earth the div dwell. These spirits of the earth have dark hair and skin, and may appear to be sculpted of clay or stone. They wear garments and wield weapons made out of rock and precious gems. Div, more than most genies, are masters of change. They can alter their appearance as easily as they sculpt rock and stone.

Entombed Conquerors. According to some scholars, the div sided with the enemies of the gods in the primordial dawn of the world. Their greatest champions sculpted themselves into monstrous shapes and led terrifying armies—but when the gods prevailed, the mightiest div were entombed deep within the earth. From time to time, a divi will serve a mortal spellcaster in the hopes of unearthing one of these ancient div.

Beauty of the Mountain's King. The div are not always monstrous in appearance, and their cities exhibit their love of beauty. Divi cities are great halls of earth and stone carved from the Elemental Plane of Earth. To see one of their gemstone towers or bask in the light of their crystal sun is to witness the true splendor of the earth. Dwarven artisans have wept and given up their tools upon visiting a divi city.

Behavior

1 Looking for a legendary magic item rumored to be nearby

2 Surveying; looking for a suitable place to mine

3 Smells treasure nearby; perhaps your treasure

4 On the trail of a wounded djinni

5 Living in luxury in its lair

6 Demands a tribute of treasure or information

Signs

1 Cavern walls glimmer with veins of precious metal

2 Lights dim; the walls creak and groan; a bit of dirt sifts onto the floor as if the ceiling were under great pressure

3 The air is gritty with ash or sand

4 The ground trembles

Encounters

Div are native to the Elemental Plane of Earth but their reach extends to caverns and mountainous lands.

CR 11–16 divi ; divi with basilisk , earth elemental , ettin , gargoyle , or walking statue

Treasure 50 pounds of gold dust (2,500 gp), gold statuette of a castle on a turtle’s back (750 gp), glowing orange crystal which acts like oil of sharpness when touched to a weapon, stone of controlling earth elementals , 1 wand of the war mage (skeletal arm complete with hand)

CR 17–22 2 div ; divi noble ; divi with giant earth elemental , hill giant , or medusa ; divi with 3 basilisks , gargoyles , ogres , or walking statues

Treasure 5 opal gemstones (1,000 gp each), 10 1-pound mithral bars (750 gp each), 6 arrows of slaying (elemental creatures except div), 2 elemental gems (earth), ring of telekinesis

CR 23–30 3 div ; divi with 3 earth elementals , ettins , minotaurs , or walking statues

Treasure 50 1-pound mithral bars (750 gp each), 3 potions of invisibility , ring of djinni summoning , ring of the ram

CR 31+ divi noble with 2 div

Treasure 2,000 pp, 8 diamonds (5,000 gp each), gold-headed sledgehammer (2,500 gp), ruby necklace (25,000 gp), mithral crown (25,000 gp), 2 potions of mind reading , potion of supreme healing , ring of earth elemental command , ring of three wishes

Monster Type Description

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.