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# ItsADnDMonsterNow Patron Requests This is a special collection of specially-created monsters that have been custom-ordered by my patrons! Each of these stat blocks is written—quite specifically—from a limited prompt (included before each stat block) and no additional details—other than what I might need to look up as part of researching the source material.... I have some *embarrassingly* large blindspots when it comes to popular culture. You can find more crazy stat blocks like this one at the [ItsADnDMonsterNow Patreon page](https://www.patreon.com/ItsADnDMonsterNow)! > Suggested by DM Dave: > > > * Three kobolds in a trenchcoat.* ### Three Kobolds in a Trenchcoat These dastardly, deviant kobolds have teamed up to steal some poor fool's coat! If that wasn't bad enough, *then* they got the idea to use it as a disguise! Sure, it's not a very *effective* one, but it could perhaps deceive someone upon a casual glance ...at a great distance ...if they were near-sighted ...and maybe not too bright.
##### IADnDMN's Design Notes As one might imagine, by far the trickiest thing here is figuring out how to deal with a creature that is comprised of three wholly independent beings. As you can see, I chose to deal with this by creating a variation of the Swarm trait. In some ways, this will function just like any of the other published swarm creatures, however with the notable exception that, upon any effect that would sufficiently disrupt the kobolds' charade, they instead break into three individual kobolds, who are then treated as normal. Now, obviously the trenchcoat is the other part of the "Three Kobolds in a Trenchcoat" concept, so I had to find a way to work that in as well. A kind of disguise was the clear choice, but I found it much funnier to me if the disguise was actually *not all that great* and could be seen through by the party relatively easily—bonus points if you RP the kobolds as totally thinking they're pulling it off, too!
\columnbreak ___ > ## Three Kobolds in a Trenchcoat >*Medium swarm of Small humanoids (kobolds), lawful evil* >___ >**Armor Class** 10 >**Hit Points** 15 (6d6 - 6) >**Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|12 (+1)|11 (+0)|9 (–1)|9 (–1)|8 (–1)|9 (–1)| >___ >* **Damage Resistances** bludgeoning, piercing, slashing >* **Senses** passive Perception 9 >* **Languages** Common, Draconic >* **Challenge** 1/2 (100 XP) >___ > >***Kobold Tricksters.*** This creature is actually three distinct kobolds in a trenchcoat (or similar covering garb), acting as a single entity. If the swarm is reduced to half its hit points or fewer, it reverts to three ordinary kobolds (use the basic Kobold stat block), each with half its maximum hit points. > If the swarm is knocked prone, or subjected to a spell or effect that would incapacitate or kill the target, the swarm instead immediately reverts to three kobolds, and the effect is applied only to one of them, determined randomly. > >***Poorly Disguised.*** When the swarm is seen from a great distance, or while the swarm is lightly obscured, it may pass as a single Medium-sized humanoid. In this case, a DC 9 Wisdom (Insight or Perception) check reveals the ruse. A character with a passive Insight or Perception of at least 9 and an unobstructed view of the swarm immediately sees through the disguise within a range of 60 feet. > >***Precarious.*** The swarm has disadvantage on Dexterity saving throws against effects that would knock it prone. > >***Sunlight Sensitivity.*** While in sunlight, the swarm has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > >***Three Heads.*** The swarm has advantage on saving throws against being charmed, frightened, grappled, restrained, and stunned. > >### Actions > >***Multiattack.*** The creature makes three attacks with its dagger. > >***Dagger.*** *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 3 (1d4 + 1) piercing damage. \pagebreakNum > Suggested by Darion: > > > * Liquid metal construct like the T-1000, probably like CR 10, medium sized* ### Liquid Alloy Golem A highly-advanced magical construct employed most often in an assassin role. Their extreme, almost impossible resilience makes them incredibly persistent killers. They can only be reliably stopped by extreme temperatures. The liquid alloy golem is said to be created by an advanced race of sentient, extradimensional constructs who attempt to gain access to other planes so as to invade them and exploit them for their natural resources. Liquid alloy golems are said to be the agents these machines use to eliminate any obstacles to their goals on other planes.
##### IADnDMN's Design Notes The biggest obstacle here was simply fitting in and codifying all of the different tricks that we see the T-1000 pull in the movie—even still, I found I had to leave some on the table. However, the main thing I was trying to capture in this stat block was the simple "unstoppable force" aspect of the T-1000: easy to hit, but nearly impossible to keep down.
___ ___ > ## Liquid Alloy Golem >*Medium construct (shapechanger), lawful evil* >___ >**Armor Class** 13 (natural armor) >**Hit Points** 92 (8d8 + 56) >**Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|23 (+6)|13 (+1)|24 (+7)|10 (+0)|15 (+2)|13 (+1)| >___ >* **Saving Throws** Str +10, Con +11, Wis +6 >* **Skills** Athletics +10, Deception +5 >* **Damage Resistances** acid, lightning, necrotic, thunder >* **Damage Immunities** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks >* **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious >* **Senses** darkvision 120 ft., blindsight 60 ft., passive Perception 12 >* **Languages** Any languages known by its creator >* **Challenge** 10 (7,200 XP) >___ > >***Mimetic Poly-Alloy.*** The golem can use its action to polymorph into the form of a Medium humanoid or object it has touched, or back into its amorphous form. The golem can only transform into an object of similar volume to itself (as determined by the GM), the size of which can't exceed 10 feet in any dimension. While transformed into a humanoid, the golem can perfectly mimic the humanoid's voice. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. > Alternatively, the golem transforms a part of its body into any nonmagical object it has seen, the size of which can't exceed 1 foot in any dimension. If the golem is no longer wearing or carrying this object, the golem's hit point maximum decreases by 5 until it touches the object to reabsorb it (no action required). An object created this way can't contain any complex moving parts. > >***Extreme Temperature Susceptibility.*** If the golem takes 25 or more cold damage, or 25 or more fire damage in a single turn, its Mimetic Poly-Alloy trait begins to malfunction. The nature of the malfunction depends on > >the type of damage dealt, as detailed below. If this trait is triggered by both damage types, the effect associated with the damage type which triggered it most recently replaces that of the other damage type. > **Extreme Heat.** If this happens as a result of fire damage, the golem reverts to its amorphous form, and can't willingly change forms again until it starts its turn without having taken fire damage since the start of its previous turn. > **Extreme Cold.** If this happens as a result of cold damage, the golem is paralyzed (ignoring its immunity to the paralyzed condition) for 10 minutes, or until it takes any amount of fire damage, at which point it thaws. While paralyzed, the golem loses its immunity to nonmagical bludgeoning damage, and if it suffers 10 or more bludgeoning damage in a single turn, it shatters. If shattered, once the golem thaws, it is incapacitated for an additional 1 minute while it reconstitutes itself. > >***Regeneration.*** The golem regains 10 hit points at the start of its turn. If the Extreme Heat portion of the golem's Extreme Temperature Susceptibility trait is in effect, this trait doesn’t function at the start of the golem’s next turn. The golem dies only if it starts its turn with 0 hit points and doesn’t regenerate. > >***Transient Amorphousness.*** The golem can move through a space as narrow as 1 inch wide without squeezing. > >### Actions > >***Multiattack.*** The golem makes either two attacks with its piercing arms, or three attacks with its slashing arms. > >***Slashing Arm.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage. > >***Piercing Arm.*** *Melee or Ranged Weapon Attack:* +10 to hit, reach 10 ft. or range 20/60 ft., one target. *Hit:* 11 (1d10 + 6) piercing damage. If used as a ranged attack, the golem's hit point maximum is reduced by 10 until it moves to within 5 feet of the projectile, absorbing it back into its body (no action required). > >***Forced Reconstitution.*** If the golem has half of its hit points or fewer, and its Extreme Temperature Susceptibility trait hasn't been active since the start of its previous turn, it regains a number of hit points equal to half its hit point maximum. \pagebreakNum > Suggested by WarButt: > > > * psychic monkey* ### Psychic Monkey Many bizarre beasts inhabit the world's many deep and dark jungle. In fact it's likely that most of them haven't even been discovered yet. But every so often, one of these newly-discovered creatures is so strange, that at first it is inevitably dismissed as fiction. Psychic monkeys are one of these creatures. A psychic monkey behaves not entirely unlike an ordinary monkey. With enough observation, however, their increased intellect and astonishing psionic abilities become plainly clear as it picks fruit from trees using only its mind. Most startlingly, if threatened by predators, the psychic monkey shields itself with an invisible psychic barrier, then fends them off with psychic pulses and by clouding their mind causing them to hallucinate and lose their way as the monkey scampers off into the trees.
##### IADnDMN's Design Notes This one was just plain fun. At first I didn't have a whole lot of original ideas, but then I started thinking about how a monkey with psionics probably wouldn't display tremendous finesse while using them. That gave me the idea that it basically just temporarily scrambles your mind. Unfortunately the effect I imagined didn't translate into 5e mechanics all that cleanly, so the exact implementation is a little bit... *awkward*. I still think it could be very fun (and funny!) if adjudicated in a way that doesn't slow down or confuse play, so I still consider it a success. Fun fact: I actually didn't think of adding the innate casting of *mage hand* until going back through and writing these notes.
\columnbreak ___ > ## Psychic Monkey >*Small monstrosity, unaligned* >___ >**Armor Class** 15 >**Hit Points** 27 (6d6 + 6) >**Speed** 30 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|6 (–2)|15 (+2)|12 (+1)|6 (–2)|17 (+3)|13 (+1)| >___ >* **Saving Throws** Int +0, Wis +5, Cha +3 >* **Skills** Acrobatics +4, Insight +5, Perception +5 >* **Damage Resistances** psychic >* **Senses** darkvision 60 ft., passive Perception 15 >* **Languages** — >* **Challenge** 3 (700 XP) >___ > >***Primate Telepathy.*** The monkey can magically communicate simple ideas with any beast within 120 feet of it that is a primate, via limited telepathy. > >***Psychic Defense.*** The AC of the monkey includes its Wisdom bonus. > >***Innate Spellcasting.*** The monkey's innate spellcasting ability is Wisdom. It can innately cast *mage hand* at will, requiring no components. > >### Actions > >***Multiattack.*** The monkey makes two attacks with its claws. > >***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) slashing damage. > >***Mind Pulse.*** *Ranged Weapon Attack:* +6 to hit, range 60 ft., one target. *Hit:* 8 (1d10 + 3) psychic damage. > >***Mind Tangle (1/Day).*** Each creature within 10 feet of a point the monkey can see must succeed on a DC 14 Wisdom saving throw or have its mind clouded and its thoughts mixed for 1 minute by this psychic effect. An affected creature can't take reactions, has disadvantage on ability checks and attack rolls that use Intelligence, Wisdom, or Charisma, and is unable to discern the identities of the creatures it can see. > Such a creature believes each other creature it can see to be some other creature it can see, chosen at random (Or a random creature it has seen before, if it can only see one creature). An affected creature repeats this save at the start of each of its turns, supressing the effect until the start of its next turn on a success. The effect ends early for a creature if it succeeds on two consecutive saves against this effect. > >### Reactions > >***Psychic Barrier (Recharge 6).*** When the monkey is attacked by a creature it can see, an invisible barrier of psychic force appears and protects the monkey. Until the start of its next turn, the monkey has a +5 bonus to AC, including against the triggering attack. \pagebreakNum > Suggested by Tallon: > > > * Frost prince, winter eladrin, party will be level 12. Has a infectious spell or ability that spreads and turns people into his zombie like creatures* ### Frost Prince A pale, otherworldly figure—even moreso than a typical eladrin. Cold winds seem to trail behind him like an invisible cloak, and winter storms tend to follow in his wake. There is much that isn't known about this individual, but many of the Northern settlements he has visited have grown awfully quiet as of late.... ___ ___ > ## Frost Prince >*Medium humanoid (elf), neutral evil* >___ >**Armor Class** 17 (studded leather +1) >**Hit Points** 147 (14d8 + 84) >**Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|10 (+0)|19 (+4)|23 (+6)|11 (+0)|14 (+2)|16 (+3)| >___ >* **Saving Throws** Dex +9, Con +11, Cha +8 >* **Skills** Acrobatics +9 >* **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks >* **Damage Immunities** cold >* **Senses** passive Perception 10 >* **Languages** Common, Elvish, Sylvan >* **Challenge** 15 (13,000 XP) >___ > >***Biting Wind.*** The frost prince wields a rapier dubbed "Biting Wind." This magic weapon functions as a +3 rapier and is the source of his magical abilities. If the frost prince is further than 100 feet from the weapon for at least 24 hours, his attunement to it ends, and he loses the use of these abilities until he can attune to it again. > >***Fey Ancestry.*** The frost prince has advantage on saving throws against being charmed, and magic can’t put the frost prince to sleep. > >***Legendary Resistance (1/Day).*** If the frost prince fails a saving throw, he can choose to succeed instead. > >***Magic Resistance.*** The frost prince has advantage on saving throws against spells and other magical effects. > >***Mantle of Ice (Recharges After a Short or Long Rest).*** At the start of the frost prince's first turn in combat, he can conjure a mantle of jagged ice around his body, causing him to gain 25 temporary hit points (no action required). While the frost prince has these temporary hit points, any creature who touches him, or who hits him with a melee attack while within 5 feet of him takes 3 (1d6) slashing damage plus 3 (1d6) cold damage. > >***Winter's Advance (Recharge 5–6).*** As a bonus action, the frost prince can teleport up to 30 feet to an unoccupied space it can see. Each creature within 5 feet of the frost prince's destination space is forced to make a DC 14 Constitution saving throw. A creature that fails its save takes 9 (2d8) cold damage and is restrained in ice until the start of the frost prince's next turn. A creature that succeeds on its save takes half as much damage and isn't restrained. > >***Innate Spellcasting.*** The frost prince’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He can innately cast the following spells, requiring no material components: > >At will: *ray of frost* >2/Day each: *gust of wind, ice storm* >1/Day each: *cone of cold, wall of ice* > >### Actions > >***Multiattack.*** The frost prince makes three attacks with Biting Wind. > >***Biting Wind.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 9 (1d8 + 7) piercing damage plus 9 (2d8) cold damage. > >***Frost Plague (Recharges After a Short or Long Rest).*** Any number of humanoids of the frost prince's choice within a 60-foot cone must make a DC 16 Constitution saving throw. On a failed save, a creature is cursed with Frost Plague, and suffers 2 levels of exhaustion which last until the creature receives any amount of magical healing. A cursed target regains half the number of hit points from any healing. Additionally, when afflicted by this curse, and at the end of every 24 hour period, a cursed creature's hit point maximum is reduced by 1d10. If the curse reduces the target's hit points to 0, the target dies, and is risen after 10 minutes as an undead in service to the frost prince (use statistics for an undead appropriate for the risen creature, adding immunity to cold damage). The curse lasts until removed by the *remove curse* spell or greater magic. > If a living creature afflicted with frost plague comes in skin-to-skin contact with another living humanoid, that humanoid must also make a DC 16 Constitution saving throw or contract frost plague. On a success, a creature is immune to person-to-person frost plague transmission for 24 hours. > >### Legendary Actions > > The frost prince can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The frost prince regains spent legendary actions at the start of his turn. > >**Winter's Advance.** The frost prince uses Winter's Advance, if recharged. > >**Quick Strike.** The frost prince makes a melee attack with Biting Wind. > >**Cast a Spell (Costs 1–2 Actions).** The frost prince casts *ray of frost* (1 action) or a spell from his list of 2/day spells (2 actions). \pagebreakNum > Suggested by Moosh: > > > * Lythari Archdruid, powerful NPC, mid-late game to late game.* ### Lythari Archdruid A quiet and especially reclusive figure—even for a druid—this lythari favors the company of animals and plants to those of other humanoids. All sufficiently skilled druids possess the ability to take the forms of animals. But as a lythari, this druid is even more comfortable in their animal skin, and possibly more comfortable in the form of a wolf than any other. ___ ___ > ## Lythari Archdruid >*Medium humanoid (elf, shapechanger), chaotic good* >___ >**Armor Class** 16 (natural armor) >**Hit Points** 157 (21d8 + 63) >**Speed** 30 ft. in elf form, 40 ft. in wolf form >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|13 (+1)|16 (+3)|17 (+3)|14 (+2)|22 (+6)|11 (+0)| >___ >* **Saving Throws** Dex +9, Con +8, Int +8, Wis +12, Cha +6 >* **Skills** Animal Handling +12, Medicine +8, Nature +8, Perception +12, Stealth +9 >* **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered >* **Senses** darkvision 60 ft., passive Perception 22 >* **Languages** Common, Druidic, Elvish, Sylvan >* **Challenge** 17 (18,000 XP) >___ > >***Shapechanger.*** The lythari can use its action to polymorph into a wolf, or back into its true form, which is humanoid. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. The lythari retains the ability to cast and concentrate on spells while in wolf form. > >***Fey Ancestry.*** The lythari has advantage on saving throws against being charmed, and magic can’t put the lythari to sleep. > >***Keen Hearing and Smell.*** The lythari has advantage on Wisdom (Perception) checks that rely on hearing or smell. > >***One with Nature.*** The lythari can communicate simple concepts to beasts and plants when it speaks in druidic. While in wolf form, the lythari can communicate with dogs and wolves as if they shared a language. > >***Pack Tactics.*** The lythari has advantage on attack rolls against a creature if at least one of the lythari's allies is within 5 feet of the creature and the ally isn't incapacitated. > >***Spellcasting.*** The lythari is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The lythari ignores verbal and somatic components for its spells, as well as material components that lack a cost and aren't consumed by the spell. It has the following druid spells prepared: > >Cantrips (at will): *druidcraft, guidance, mending, shillelagh* >1st level (4 slots): *cure wounds, detect magic, entangle, fog cloud, healing word, thunderwave* > >2nd level (3 slots): *gust of wind, heat metal, hold person, lesser restoration, misty step, pass without trace* >3rd level (3 slots): *call lightning, plant growth, slow, water walk, wind wall* >4th level (3 slots): *conjure minor elementals, control water, divination, giant insect, stone shape* >5th level (3 slots): *commune with nature, conjure elemental, geas, greater restoration, insect plague, mass cure wounds, reincarnate, tree stride* >6th level (2 slots): *move earth, transport via plants, wall of thorns* >7th level (2 slots): *regenerate* >8th level (1 slot): *animal shapes* >9th level (1 slot): *storm of vengeance* > >### Actions > >***Multiattack.*** The lythari makes two attacks with its staff (humanoid form) or two attacks with its bite (wolf form). > >***Druidic Staff (Humanoid Form Only).*** *Melee Weapon Attack:* +7 to hit (+12 to hit with *shillelagh*), reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage, 5 (1d8 + 1) bludgeoning damage if wielded with two hands, or 10 (1d8 + 6) bludgeoning damage with *shillelagh*. > >***Bite (Wolf Form Only).*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. > >***Longbow (Humanoid Form Only).*** *Ranged Weapon Attack:* +9 to hit, range 100/400 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage. > >***Change Shape.*** The lythari magically polymorphs into a beast with a challenge rating of 1 or less, and can remain in this form for up to 10 hours. The lythari can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The lythari reverts to its true form if it dies or falls unconscious. The lythari can revert to its true form using an action on its turn. > While in a new form, the lythari retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can concentrate on, cast, and and take actions associated with its spells in its new form. > The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. \pagebreakNum > Suggested by Christopher: > > > * A dwarf made of stone* ### Stone Dwarf Legends tell that these ancient elementals were created by Moradin as a 'prototype' to the dwarven race before their creation. Other than the uncanny physical resemblence, they also share the same hardy constitution, as well as their affinity for earth and stone. Stone dwarves are fiercly territorial of the underground caves and quarries in which they dwell. And while formidable opponents individually, they are ruthlessly effective in groups. This is likely the reason why when you see one of these creatures emerge from the nearby stone, you can be fairly certain that many more are still lying in wait behind them.
##### IADnDMN's Design Notes At first I had no idea what to do with this one. I started off by just making a *literal* dwarf NPC-style stat block with some of the characteristics of stone constructs and earth elementals. While looking through these though, I came across the Earth Glide trait that earth elementals and xorn share, and I thought that could be interesting, but maybe as a more limited version. Once I started thinking about this idea, I realized that if they were limited to within a certain range of where they entered, they might not be able to accomplish much with it than they couldn't already, but it *would* allow them to essentially hide *inside* the stone, kinda like a slightly improved version of the *meld into stone* spell. This might allow them to lie in wait inside the stone, as long as they had a way to detect creatures outside—which led me to the Stone Sense trait, which is really just a reflavored version of a giant spider's Web Sense. Finally, the last thing I thought of was how to phrase the wording for the usage on the Stonewalk trait. While figuring it out, I realized that, if worded the right way, it could even be used as a short range teleport. All in all, I'm very pleased how this one came out, especially considering that I had no idea where it was going when I started! 😅
\columnbreak ___ > ## Stone Dwarf >*Medium elemental, neutral* >___ >**Armor Class** 17 (natural armor) >**Hit Points** 76 (8d8 + 40) >**Speed** 25 ft., burrow 5 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|16 (+3)|7 (–2)|20 (+5)|10 (+0)|15 (+2)|9 (–1)| >___ >* **Saving Throws** Con +8 >* **Skills** Athletics +6, Perception +5 >* **Damage Vulnerabilities** thunder >* **Damage Resistances** cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks >* **Damage Immunities** lightning, poison >* **Condition Immunities** exhaustion, paralyzed, petrified, poisoned >* **Senses** darkvision 60 ft., passive Perception 15 >* **Languages** Common, Dwarvish, Terran >* **Challenge** 5 (1,800 XP) >___ > >***Stonewalk.*** Once on each of its turns, the elemental, along with anything it is wearing or carrying, can spend 5 feet of movement to move short distances into solid nonmagical stone, anywhere within 15 feet from the point where it entered. While doing so, the elemental doesn't disturb the material it moves through. At any point, the elemental can then emerge from any point on the surface of that stone within 15 feet from where it entered (no action required). If the stone the elemental moves into is a barrier 15 or fewer feet thick, the elemental can emerge through the other side. > The elemental can remain within the stone for as long as it wishes, or until the stone within 15 feet of its point of entry is sufficiently fractured or otherwise compromised (as determined by the GM), at which point the elemental takes 5 (1d10) force damage and is pushed to the nearest unoccupied space, exiting prone. > >***Stone Sense.*** While in contact with solid stone (including while using its stonewalk ability), the elemental knows the exact location of any other creature within 120 feet of it in contact with the same contiguous body of stone. > >### Actions > >***Multiattack.*** The elemental makes attacks with its stone maul. > >***Stone Maul.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) bludgeoning damage. > >***Rock.*** *Ranged Weapon Attack:* +6 to hit, range 30/90 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage. \pagebreakNum ## Changelog * **v.1.0 — Aug 31, 2020:** Original Publication. * **v.1.1 — Sep 1, 2020:** Minor formatting revisions. A few small wording corrections and substitutions here and there, mostly in flavor text and design notes. Added missing CR to Lythari Archdruid, as well as corrected the referenced creature name in the Change Shape action. Modified footer text.