Earth Elementals

by Bliza

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Breakers, Earth Elementals

Tremors

Tremors are the lackeys of Boulders. They follow them around and aid them in battle. They have little personality and are overall barely sentient. When no Boulder is around to guide them they tend to resort to smashing any and everything, causing tremors throughout the area, which is where they get their name.

Tremors should not be underestimated, they are fierce enemies. A few can quickly bring armies to their knees and fortifications to ruin. They are less hearty than their cousins, which is the only bright side to seeing one across the battlefield.


Tremor

Medium elemental, neutral


  • Armor Class 15 (natural)
  • Hit Points 59 (7d8 + 28)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 5 (–3) 10 (+0) 5 (–3)

  • Damage Vulnerabilities thunder
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons.
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses tremorsense 60 ft., darkvision 60 ft., passive Perception 10
  • Languages Terran
  • Challenge 4 (1100 XP)

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 slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (1d12) + 4 bludgeoning damage.

Tremor. The elemental begins to slam the ground with its fists. All creatures within 50 ft. of the elemental must make a DC 14 Strength Saving Throw or be knocked prone. Any creature beginning their turn or entering this area during their turn must succeed the same saving throw or be knocked prone. This effect lasts until the end of the elementals next turn. This area is considered difficult terrain. Any creature with a burrow speed or earth glide is immune to this effect.


Boulder

Large elemental, neutral


  • Armor Class 14 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 40 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 6 (–2) 10 (+0) 5 (–3)

  • Damage Vulnerabilities thunder
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons.
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses tremorsense 60 ft., darkvision 60 ft., passive Perception 10
  • Languages Terran
  • Challenge 5 (1800 XP)

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.

Trampling Charge (Boulder). If the elemental moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the elemental can make one trample attack against it and gain 10 ft. of movement as a bonus action.

Mobile. The elemental's movement is increased by 10 feet. When it takes the dash action, difficult terrain doesn't cost it extra movement for the turn. When it makes a melee attack against a creature, it does not provoke opportunity attacks from that creature for the rest of the turn, whether it hits or not.

Actions

Multiattack. The elemental can make two slam attacks, but each must be against different targets.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage.

Trample. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 5) bludgeoning damage.Targets hit by this attack must make a DC 15 Strength saving throw or become prone if it is not already.

Boulders

Boulders are the seige engines of the earthen elemental armies. They roll through armies and castles alike. They are massive spherical boulders that charge their enemies and trample them underfoot.

Shards of stone often fragment from Boulders as they combat their enemies. These fragments usually become Tremors, bound to the Boulder and aiding them in their goals. Boulders are not much smarter than Tremors and are easily manipulated.

Those that seek to summon and dominate the elementals should be wary. Boulders and Tremors alike hold grudges in a manner that would rival dwarves, and few escape their wrath. After Gargoyles, Boulders are Ogremoch's favorite minions, as he enjoys the way they crush their enemies into the earth.

Boulder and Tremor Battles

Boulders work best with Tremors and vice versa. Termors will position themselves as to affect the most creatures possible with their Tremor ability while keeping distance from their enemies. The Boulder will seek to protect their Tremor to keep the ground moving. Two Tremors plus one Boulder is the best combination so that the Boulder can bounce between the two.
























Art by Eryx Szczygel

Stonescale Gargoyle

Medium elemental, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 105 (14d8 + 42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (–2) 11 (+0) 7 (–2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Damage Immunities poison
  • Condition Immunities exhaustion, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common
  • Challenge 3 (700 XP)

False Appearance.. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

Stonescale. Each time the gargoyle hits an enemy with an attack the target must make a DC 14 Constitution saving throw or suffer the Stonescale disease. Stonescale causes the afflicted creature's skin to become grey, and stony. Their movement is reduced by 10 ft. and their AC is increased by +1 each time the disease is applied. If a targets speed is reduced to 0 ft. in this way, they are petrified. This can be cured by a lesser restoration, or any other effect that cures disease.

Actions

Multiattack. The gargoyle makes three attacks, two with its claws and one with its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target makes a save against Stonescale.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage, and the target makes a save against Stonescale.

Stonescale Gargoyles

The Stonescale are a special breed of gargoyle, born right from the body of Ogrèmoch. When Ogrèmoch battles his enemies he tears large pieces from his body and hurls them at his foes. If they survive the targets are often dismayed to discover these boulders have turned into gargoyles that turn skin to stone when they slash or bite it. Ogrèmoch replenishes the missing parts of his body by incorporating the victims of the stonescale disease back into his body.

Stonescale gargoyles specialize in hit and run attacks. They rely on their natural defenses and prioritize getting as many attacks as possible on a target to try and turn them to stone. They are petty creatures that often gravitate to mines where mortals spurn their prince by taking His wealth from where it belongs.

Medusas that feed on the statues they turn creatures into often keep stonescale gargoyles as pets or guardians. A medusa that boasts one of these creatures surely has the favor of the elemental prince of earth.

 

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