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Earth Elemental

Large Elemental, neutral

CR 5

1,800 XP

AC: 17 (natural armor)
HP: 126 (12d10+60)
Speed: walk 30 ft. , burrow 30 ft.
Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages: Terran
STR
20
+5
DEX
8
-1
CON
20
+5
INT
5
-3
WIS
10
+0
CHA
5
-3

Special Abilities

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: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Quick Reference

Challenge: CR 5
Type: Elemental
Size: Large
Alignment: neutral
Best for party of 4 at level 8-10

Running This Encounter

Earth Elementals are slow but incredibly durable foes that excel in controlling ground-based combat. Use their high AC and HP to force the party into a war of attrition, leveraging their resistance to nonmagical damage. Position the elemental in rocky terrain or underground where it gains environmental advantage. Have it use its Slam attacks repeatedly while moving deliberately to separate party members.

Combat Tactics

Earth Elementals should stay in melee, using their +8 Slam attack to wear down frontline fighters. They benefit from holding ground rather than pursuing fleeing enemies, and should use Earth Glide to reposition underground or through stone to avoid ranged attacks. Focus fire on the physically closest opponent while ignoring spellcasters until they close distance.

Environment & Setting

Underground caverns, rocky mountainsides, or stone dungeons maximize the Earth Elemental's effectiveness. Encounters work best where the elemental can use Earth Glide through natural stone or masonry.