Elemental Earth Dragon
Huge elemental, neutral evil
Armor Class
20 (natural armor)
Hit Points
362 (25d12 + 200)
Speed
40 ft., burrow 40 ft., fly 80 ft.
STR
28 (+9)
DEX
10 (+0)
CON
26 (+8)
INT
14 (+2)
WIS
16 (+3)
CHA
19 (+4)
Damage Immunities
acid, poison
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
exhaustion, paralyzed, petrified, poisoned, unconscious
Senses
tremorsense 60 ft., blindsight 60 ft., darkvision 120 ft., passive Perception 25
Saving Throws
Dex +6, Con +14, Wis +9, Cha +10
Skills
Arcana +8, Nature +8, Perception +15, Stealth +6
Languages
Terran, Common
Challenge
19 (22,000 XP)
Earth Glide. The dragon can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.
False Appearance. While the dragon remains motionless, it is indistinguishable from a normal statue of a dragon.
Innate Spellcasting. The dragon’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells, requiring no material components.
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At will: meld into stone, stone shape
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3/day: wall of stone
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1/day: plane shift
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Siege Monster. The dragon deals double damage to objects and structures.
Actions
Multiattack. The dragon can make three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 10 (3d6) fire damage.
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Shale and Stone Breath (Recharge 5–6). The dragon releases a 60-foot cone of sand and gravel. Creatures within the area must make a DC 22 Constitution saving throw, taking 35 (10d6) fire damage plus 35 (10d6) bludgeoning damage on a failed saving throw, or half as much damage on a successful one. A creature slain by this damage has its body pulverized; it can only be restored to life by true resurrection or wish.
Legendary Actions
The dragon can take 3 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 dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.