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Grumbar

Large titan, earth elemental, chaotic neutral
Armor Class 18 (Natural Armor)
Hit Points 472 (27d20+189) 27d20+189
Speed 30ft

STR
30 +10
DEX
11 0
CON
25 +7
INT
22 +6
WIS
23 +6
CHA
15 +2

Saving Throws Str +17, Dex +7, Con +14, Int +13, Wis +11
Damage Immunities Lightning; Bludgeoning, Piercing, Poison, And Slashing From Nonmagical Weapons
Condition Immunities Frightened, Paralyzed, Exhaustion, Petrified, Poisoned
Senses Truesight 120 Ft., passive Perception 16
Languages Understands Abyssal, Celestial, Infernal, And Primordial But Can't Speak, Telepathy 120 Ft.
Challenge 23


Cloud of Elemental Chaos. If a creature ends their turn within 15ft of the elemental, roll 1d6; on a 1-3 deal 10 earth damage, on 4-5 deal 10 cold damage, on a 6 deal 10 fire damage.   Siege Monster. The elemental deals double damage to objects and structures.   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.


Actions

Multiattack. The elemental makes three slashing attacks by converting its arm into a diamond like-blade, each of which it can replace with one use of Bolide.   Bolide. A 4-inch diameter sphere of hard-packed earth forms in front of you, launching toward a target you can see. The sphere flies in a straight line toward the target, building speed as it soars, stopping early if it impacts against a solid surface. If the sphere strikes a creature, that creature must make a Dexterity saving throw. On a failed save, the bolide strikes the target and stops moving. When the bolide strikes something, the sphere and whatever it strikes each take 1d6 bludgeoning damage per 20 feet the bolide traveled. If the bolide travels more than 120 feet, the target has advantage on the saving throw. Unless the range is increased, the bolide crumbles after traveling 240 feet.   Lightning Storm. The elemental magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 4d10 4d10 lightning damage on a failed save, or half as much damage on a successful one.   Faultline. The earth splits, creating a ravine of jagged stones in a line originating from the elemental that is 100ft long and 15ft wide. Each creature in the line must make a Dexterity saving throw, taking 8d8 piercing damage and falling prone on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared.


 

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.   Lightning Storm (Costs 2 Actions): The elemental uses Lightning Storm.   Blinding Gaze (Costs 3 Actions). The elemental targets one creature it can see within 30 feet of it with its red eyes. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.



Created by

Tarmikoses.

Statblock Type

Monster / Creature

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