b'Crystal Elemental Juggernaut \n'b'  Huge   elemental ,  neutral  \n'b'  Armor Class  18 (natural armor)  Hit Points  189 (14d12 + 98)  Speed  40 ft.\n'b' STATS STR: 25 (+7) DEX:  12 (+1)  CON:  24 (+7)  INT:  8 (-1)  WIS:  13 (+1)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine  Damage Immunities  cold, poison  Condition Immunities   exhaustion ,  paralyzed ,  petrified ,  poisoned ,  unconscious   Senses   darkvision  60 ft., passive  Perception  11  Languages  Terran  Challenge  11 (7,200 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Charge Generation . If the elemental takes bludgeoning, piercing, or slashing damage, then it deals an additional 1d8 lightning damage on its first Slam  attack  before the end of its next turn. If it takes force damage, the extra damage is increased to 2d8. \n'b'  Crystal Intrusion . At the start of the elemental\xe2\x80\x99s turn, crystal shards erupt from the ground under all creatures within 15 feet of the elemental. A target in the area must make a DC 19  Dexterity  saving throw, taking 9 (2d8) piercing damage on a failed save or half as much damage on a successful one. The area is treated as  difficult terrain  and recedes back into the ground at the start of the elemental\xe2\x80\x99s next turn as new crystals erupt. \n'b'  Radiant Lensing . If the elemental takes any radiant damage, the energy is amplified and released in a 90-foot line. Creatures in the area must make a DC 19  Dexterity  saving throw, taking radiant damage equal to three times that taken by the elemental on a failed save or half as much damage on a successful one. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The elemental makes two Slam attacks. \n'b'  Slam .  Melee Weapon Attack : +11 to hit, reach 10 ft., one target.  Hit : 23 (3d10 + 7) bludgeoning damage. \n'b'  Psychic Detonation (Recharge 4\xe2\x80\x936) . The elemental triggers an explosion in a 5-foot-radius sphere within 120 feet. Each creature in that area must make a DC 19  Strength  saving throw, taking 22 (4d10) force damage and falling  prone  on a failed save or half as much damage with no additional effect on a successful one. \n'b'  Psychic Lash (Recharge 4\xe2\x80\x936) . The elemental attempts to telekinetically grab a creature within 30 feet, and the target must make a DC 19  Strength  saving throw. On a failed save, the elemental can choose to pull the target toward itself or to push the target violently away, up to 30 feet. Either way, the target takes 1d6 bludgeoning damage for every 10 feet of forced movement. If the target is thrown at another creature, the new target must make a DC 19  Dexterity  saving throw. On a failed save, the second target takes the same damage as the first and both are knocked  prone . On a successful save, the second target avoids any damage, and the first target continues on its original trajectory. \n'b'\n'b' Variants \n'b' Crystal elemental juggernauts come in many varieties, owing to the great abundance of mineral types and structures. Simply replace the creature\xe2\x80\x99s Charge Generation and/or Radiant Lensing abilities with abilities from the variants of the crystal elemental, changing any d6s to a d8s for damage and increasing Dcs to 19.'