b'Elemental, Earthstorm \n'b'  Gargantuan   elemental ,  chaotic neutral  \n'b'  Armor Class  18 (natural armor)  Hit Points  410 (20d20+200)  Speed  fly 60 ft. (hover)\n'b' STATS STR: 26 (+8) DEX:  1 (-5)  CON:  30 (+10)  INT:  21 (+5)  WIS:  23 (+6)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Arcana  +12,  Nature  +12,  Perception  +12  Damage Resistances  cold, fire, thunder; bludgeoning, piercing, and slashing  Damage Immunities  acid, lightning, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned ,  stunned ,  unconscious   Senses   darkvision  240 ft., blindsight 30 ft., tremorsense 60 ft., passive  Perception  22  Languages  Auran, Common, Primordial, Terran  Challenge  24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Debris Aura . The elemental can use a bonus action to raise stone and dirt in a tempest around it until the start of its next turn. Creatures within 30 feet of it take 10 (3d6) bludgeoning damage, and  ranged attacks  made by creatures other than the  elemental  that begin in or enter the area have disadvantage. In addition, the  elemental  can cast  shocking grasp  at any creature inside of this aura. \n'b'  Elemental Concentration . The elemental does not need to concentrate on  conjure elemental  spells that it casts. \n'b'  Innate Spellcasting . The  elemental\xe2\x80\x99s  innate spellcasting ability is  Wisdom  (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  call lightning ,  lightning bolt ,  move earth ,  shocking grasp  \n'b'  5/day :  conjure elemental  (air or earth only) \n'b'  2/day :  chain lightning , planeshift,  storm of vengeance  \n'b'\n'b'  Legendary Resistance (3/Day) . If the  elemental  fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . The elemental has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The  elemental\xe2\x80\x99s  weapon attacks are magical. \n'b'  Mixed Tongue . The elemental prefers to speak in a hybrid of Auran and Terran. Creatures that know both languages have advantage on  Wisdom  ( Insight ) and  Charisma  checks made against the  elemental . \n'b'  Siege Monster . The elemental deals double damage to objects and structures. \n'b'  Titanic . The elemental ignores  difficult terrain . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The elemental attacks twice, or it casts a spell and makes one  attack . \n'b'  Slam .  Melee Weapon Attack : +15 to hit, reach 30 ft., one target.  Hit : 34 (4d12+8) bludgeoning damage. \n'b'  Boulder .  Ranged Weapon Attack : +15 to hit, range 250/750 ft., one target.  Hit : 29 (6d6+8) bludgeoning damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The elemental 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\xe2\x80\x99s turn. The elemental regains spent legendary actions at the start of its turn. \n'b'\n'b'  Boulder . The elemental makes a boulder  attack . \n'b'  Casts a Spell (Costs 2 Actions) . The elemental casts a spell. \n'b'  Upheaval (Costs 2 Actions) . All creatures within 300 feet of the  elemental  make a DC 23  Dexterity  saving throw or are thrown into the air, landing  prone . A creature is thrown 10 feet for every 5 points it fails its  Dexterity  saving throw by, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown. \n'b'\n'b' LAIR ACTIONS \n'b' On  initiative  count 20 (losing all  initiative  ties), the  elemental  can use one of its lair action options. It can\xe2\x80\x99t do so while  incapacitated  or otherwise unable to take  actions . If surprised, the  elemental  can\xe2\x80\x99t use one until after its first turn in the combat. The elemental can\xe2\x80\x99t use the same lair action two rounds in a row. \n'b'\n'b' A 5-foot-radius fissure opens up in the ground centered on a point the  elemental  chooses within 300 feet. It is 1d10 \xc3\x97 10 feet deep. A creature standing on a spot where a fissure opens must succeed on a DC 21  Dexterity  saving throw or fall in, taking 3 (1d6) bludgeoning damage for every 10 feet it falls. A creature that successfully saves moves with the fissure\xe2\x80\x99s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (as the  earthquake  spell). \n'b' The elemental briefly polarizes the static charge all around it to create a magnetic contraction. Creatures wielding metal weapons or wearing metal armor make a DC 21  Strength  saving throw or are  restrained  until the end of the round as their ferrous armaments pin them against the ground. \n'b' An intense tremor rips through the ground in a 100-foot-radius circle centered on a point the  elemental  chooses within 300 feet. The ground in the area becomes  difficult terrain  until the end of the round. Each creature on the ground that is concentrating must make a DC 21  Constitution  saving throw. On a failed save, the creature\xe2\x80\x99s concentration is broken. \n'b'\n'b' ABOUT \n'b' The cataclysmic instances where the Plane of Earth and the Plane of Air collide spawn these epic elementals first as lightning storms imbued with intellect, spurned onward to travel across dimensions. When an intelligent tempest settles over a mountainous area in the Material Plane long enough it embodies the terrain, gradually making itself larger until it takes over entire mountain ranges-then departs to any place other than the  Elemental  Planes in  search  of more rock to add to its bulk. \n'b' Dwarven legends speak of entire empires felled by the appearance of an earthstorm and most of their societies perform complicated rituals that are decades in the making solely to foretell the coming of one of these elementals. \n'b' When one is destined to arrive the entire civilization abandons their homeland, digging deeper tunnels or moving to an entirely different region altogether. Not all of them are so quick to leave however, and when there are survivors their descendants become obsessed with taking vengeance on the monster that destroyed all that they once held dear.'