b'Elemental, Mudslide \n'b'  Gargantuan   elemental ,  chaotic neutral  \n'b'  Armor Class  19 (natural armor) \n'b' Hit Points  330 (20d20+120) \n'b' Speed  40 ft., burrow 40 ft., climb 40 ft., swim 30 ft.\n'b' STATS STR: 24 (+7) DEX:  20 (+5)  CON:  23 (+6)  INT:  20 (+5)  WIS:  25 (+7)  CHA:  21 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +12,  Int  +12,  Cha  +12 \n'b' Skills   Arcana  +12,  Nature  +12,  Perception  +14 \n'b' Damage Resistances  fire, lightning, thunder; bludgeoning, piercing, and slashing \n'b' Damage Immunities  acid, cold, poison \n'b' Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned ,  stunned ,  unconscious  \n'b' Senses   darkvision  240 ft., blindsight 30 ft., tremorsense 60 ft., passive  Perception  24 \n'b' Languages  Aquan, Common, Primordial, Terran \n'b' Challenge  24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Amorphous . In addition, the  elemental  can move through a space as narrow as 1 foot wide without squeezing. \n'b'  Earth Glide . The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the  elemental  doesn\xe2\x80\x99t disturb the material it moves through. \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 22). It can innately cast the following spells, requiring no material components: \n'b'\n'b'  At will :  control water ,  create food and water  (water only),  move earth ,  sleet storm ,  stone shape  \n'b'  5/day :  conjure elemental  (earth or water only) \n'b'  3/day :  flesh to stone ,  wall of stone  \n'b'  2/day :  earthquake , planeshift \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 made 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 Aquan and Terran. Creatures that know both languages have advantage on  Wisdom  ( Insight ) and  Charisma  checks made against the  elemental . \n'b'  Regeneration . The elemental regains 10  hit points  at the start of its turn if it has at least 1 hit point. \n'b'  Siege Monster . The elemental deals double damage to objects and structures. \n'b'  Storm Form . The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the  elemental  or hits it with a  melee attack  while within 10 feet of it takes 16 (3d10) lightning damage. In addition, the  elemental  can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 16 (3d10) lightning damage. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The elemental attacks three times. \n'b'  Slam .  Melee Weapon Attack : +12 to hit, reach 20 ft., one target.  Hit : 16 (2d10+5) bludgeoning damage plus 9 (2d8) fire damage and 9 (2d8) lightning damage. \n'b'  Lightning Strike .  Ranged Weapon Attack : +15 to hit, range 300/900 ft., one target.  Hit : 35 (5d10+8) lightning damage. \n'b'  Whirlwind . Each creature in the  elemental\xe2\x80\x99s  space must make a DC 22  Strength  saving throw. On a failure, a target takes 32 (6d8+5) bludgeoning damage and is flung up to 40 feet away from the  elemental  in a random direction and knocked  prone . If a thrown target strikes an object, such as a wall or floor, the target takes 9 (2d8) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 22  Dexterity  saving throw or take the same damage and be knocked  prone . \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'  Steam Cloud . Until the start of its next turn, the  elemental  is surrounded by a 20-foot-radius sphere of steam that makes the area heavily obscured. \n'b'  Supercharge . The elemental briefly polarizes the static charge all around it to create a magnetic contraction. Creatures within 200 feet that are 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'  Casts a Spell (Costs 2 Actions) . The elemental casts a spell. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The elemental uses Engulf and attacks once. \n'b'  Slam .  Melee Weapon Attack : +14 to hit, reach 15 ft., one target.  Hit : 29 (4d10+7) bludgeoning damage. \n'b'  Mudball .  Ranged Weapon Attack : +14 to hit, range 250/750 ft., one target.  Hit : 21 (4d6+7) bludgeoning damage and the target is  grappled  (escape DC 22). \n'b'  Engulf . The elemental moves up to its speed. While doing so, it can enter Huge or smaller creatures\xe2\x80\x99 spaces. Whenever the  elemental  enters a creature\xe2\x80\x99s space, the creature must make a DC 22  Dexterity  saving throw. On a successful save, the creature can choose to be pushed 20 feet back or to the side of the  elemental . A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the  elemental  enters the creature\xe2\x80\x99s space, and the creature takes 27 (6d8) bludgeoning damage and is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is  restrained , has total  cover , and takes 36 (8d8) bludgeoning damage at the start of each of the  elemental\xe2\x80\x99s  turns. When the  elemental  moves, the engulfed creature moves with it. In addition, any creatures the  elemental  has  grappled  make a DC 22  Strength  saving throw or are also engulfed. An engulfed creature can try to escape by taking an action to make a DC 22  Strength  check. On a success, the creature escapes and enters a space of its choice within 5 feet of the  elemental . \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'  Attack . The elemental makes an  attack . \n'b'  Casts a Spell (Costs 2 Actions) . The elemental casts a spell. \n'b'  Mud Flood (Costs 2 Actions) . The elemental unleashes a wave of mud in a 50-foot radius. Creatures in the area are knocked  prone  and make a DC 22  Strength  saving throw, taking 27 (6d8) bludgeoning damage on a failed save, or half as much on a successful one. A creature that takes 20 or more bludgeoning damage is  grappled  (escape DC 22). \n'b'\n'b' ABOUT \n'b' In the sludge where the Plane of Earth and Plane of Water meet perhaps the strangest of the epic elementals are formed. These creatures are unlike their kin most of all in how they are created, slowly gestating in ancient eddies that become perpetual whirlpools of grime that ever so slowly distill into intellects. Although mudslides do not experience great violence when they are wrought, their very bodies are in a never ending painful flux between solidity and liquidity so each knows suffering as a constant companion as well as the need for patience. The schemes employed by these primordial entities can sometimes take centuries to come to pass but they are utterly ruthless, bringing ruin to empires with no thought for all the deaths wrought by their doings. \n'b' Mudslide elementals are especially dangerous because they\xe2\x80\x99ve been known to permanently place themselves within other dimensions with far greater ease than other epic elementals by using planeshift to gradually transport small sections of their bodies every day over the course of a year, creating massive mudpiles in their destination plane. Once there permanently a mudslide spreads its body far and wide, at first bringing growth and fertility that mortals hail as a miracle (especially when it inadvertently helps put out wildfires). Ultimately the primordial  elemental  has a far different goal however, destabilizing worlds a region at a time\xe2\x80\x94when its work is done, in a matter of days whole settlements suddenly collapse in on themselves causing mass hysteria as people panic in the destructive mires. Disease, death, and starvation come in the mudslide\xe2\x80\x99s wake, and though it is  slow  to act, none of its planar kin are as devastating to life. \n'b'  Sucking Wounds . When a creature scores a critical hit against the  elemental  with a melee weapon  attack , it must succeed on a DC 22  Strength  saving throw or its weapon becomes embedded in the  elemental . A creature attacking with a natural weapon or unarmed strike gains the  grappled  condition (escape DC 22), and when the  elemental  moves the  grappled  creature moves with it.'