b'Desiccator, Common \n'b'  Large   elemental  (earth/anti-water),  unaligned  \n'b'  Armor Class  18 (natural armor) \n'b' Hit Points  110 (13d10 + 39);  Wound Threshold  28 \n'b' Speed  10 ft. (but prefers to remain immobile)\n'b' STATS STR: 18 (+4) DEX:  5 (-3)  CON:  16 (+3)  INT:  8 (-1)  WIS:  12 (+1)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +4 \n'b' Damage Vulnerabilities  thunder \n'b' Damage Resistances  cold, fire, lightning, piercing, slashing \n'b' Damage Immunities  poison \n'b' Condition Immunities   blinded ,  deafened ,  petrified ,  poisoned ,  prone  \n'b' Senses  tremorsense 120 ft. (blind beyond this radius), passive  Perception  14 \n'b' Languages  Primordial \n'b' Challenge  8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  False Appearance . While the desiccator remains motionless, it is indistinguishable from a calcareous formation. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The lesser desiccator makes two rock blast attacks. \n'b'  Rock Blast .  Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target.  Hit : 12 (3d6 + 2) bludgeoning damage. \n'b'  Stunning Bludgeon (Recharge 6) . Melee or Ranged Weapon  Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target.  Hit : 21 (3d12 + 2) bludgeoning damage, and the target must make a DC 12  Constitution  saving throw or be  stunned  until the end of its next turn. \n'b'  Desiccation (Recharge 6) . The lesser desiccator emits a desiccating effect in a 15-foot cone. Each creature in that area must make a DC 11  Constitution  saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature also begins petrifying and is  restrained . The  restrained  creature must repeat the saving throw at the end of its next turn. On a success, it ends the effect on itself. On a failure, she becomes  petrified . A creature  petrified  by Desiccation can be returned to normal if it is completely immersed in water for 1 hour or if it is targeted by the  greater restoration  spell or other magic. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The desiccator makes two rock blast attacks. \n'b'  Rock Blast .  Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 40/160 ft., one target.  Hit : 25 (6d6 + 4) bludgeoning damage. \n'b'  Stunning Bludgeon (Recharge 6) . Melee or Ranged Weapon  Attack : +7 to hit, reach 5 ft. or range 40/160 ft., one target.  Hit : 49 (7d12 + 4) bludgeoning damage, and the target must make a DC 15  Constitution  saving throw or be  stunned  until the end of its next turn. \n'b'  Desiccation (Recharge 6) . The desiccator emits a desiccating effect in a 20-foot cone. Each creature in that area must make a DC 14  Constitution  saving throw, taking 22 (5d8) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature also begins petrifying and is  restrained . The  restrained  creature must repeat the saving throw at the end of its next turn. On a success, it ends the effect on itself. On a failure, she becomes  petrified . A creature  petrified  by Desiccation can be returned to normal if it is completely immersed in water for 1 hour or if it is targeted by the  greater restoration  spell or other magic. \n'b'\n'b' ABOUT \n'b' Desiccators strange mineral  elemental , the desiccator brings to mind a misshapen statue whose silhouette is barely visible under a calcified mass. \n'b' This creature absorbs humidity and turns it into stone, growing along natural or artificial walls, covering the corridors of its habitat with a solid substance made of calcites and other aqueous minerals. \n'b' Because of its properties, this  elemental  is sometimes summoned by conjurers to purify the air in tunnels invaded by dangerous  fungi . Where a lesser desiccator will only absorb ambient humidity, a greater desiccator can dry up entire water bodies and can be used as an actual weapon against enemy communities. \n'b' When a desiccator suddenly finds itself in an environment with much more humidity than it can absorb (for example during a sudden flood), it enters stasis or is destroyed outright. Thus, even a very powerful desiccator can be eliminated by weak but industrious creatures. \n'b' Depending on the method used to destroy it, the  elemental  particles of a desiccator will scatter in different ways. If physical means are employed, it will be reduced to rubble, whereas magical attacks will turn it back into water. In the latter case, caution must be exercised, since the amount disgorged can be massive in the case of a particularly big  elemental . \n'b' Imagine weeks or even years of running water being liberated at once! One can mitigate the risks by physically destroying the  elemental , then dissolving each of its fragments with cantrips\xe2\x80\xa6 which can be a long and tedious process, albeit a safe one.'