b'Elemental, Volcanic \n'b'  Gargantuan   elemental ,  chaotic neutral  \n'b'  Armor Class  18 (natural armor) \n'b' Hit Points  370 (20d20+160) \n'b' Speed  60 ft., burrow 60 ft., climb 60 ft.\n'b' STATS STR: 25 (+7) DEX:  20 (+5)  CON:  26 (+8)  INT:  21 (+5)  WIS:  22 (+6)  CHA:  25 (+7)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Arcana  +12,  Nature  +12,  Perception  +13 \n'b' Damage Resistances  lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities  acid, cold, fire, 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  23 \n'b' Languages  Common, Ignan, Primordial, Terran \n'b' Challenge  24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\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  Charisma  (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \n'b'\n'b'  At will :  fireball ,  scorching ray  \n'b'  5/day :  conjure elemental  (earth or fire only) \n'b'  3/day :  wall of fire ,  wall of stone  \n'b'  2/day :  delayed blast   fireball , firestorm, planeshift \n'b'\n'b'  Lava Form . The elemental can move through a space as narrow as 1 foot wide without squeezing. A creature that touches the  elemental  or hits it with a  melee attack  while within 5 feet of it takes 27 (5d10) fire 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 27 (5d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 27 (5d10) fire damage at the start of each of its turns. \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 Ignan 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'  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. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The elemental attacks twice. \n'b'  Slam .  Melee Weapon Attack : +14 to hit, reach 15 ft., one target.  Hit : 25 (4d8+7) bludgeoning damage plus 27 (5d10) fire damage. \n'b'  Throw Lava .  Ranged Weapon Attack : +14 to hit, range 100/400 ft., one target.  Hit : 25 (4d8+7) bludgeoning damage plus 27 (5d10) fire 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'  Lava Eruption . The elemental summons up magma that explodes out of the earth beneath a creature it can see. Creatures within 15 feet of the lava spout make a DC 22  Dexterity  saving throw or are hit by lava. The targeted creature makes its saving throw with disadvantage. Any creature hit by lava takes 27 (5d10) fire damage. \n'b'  Move . The elemental moves up to its speed without provoking opportunity attacks. \n'b'  Upheaval (Costs 2 Actions) . All creatures within 100 feet of the  elemental  make a DC 22  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' ABOUT \n'b' It is difficult for mortal minds to comprehend the breadth of the power contained by the creatures spawned in the apocalyptic places where the Plane of Fire and Plane of Earth meet, and harder still for them to understand how such abominations can come to be. With enough time, as stone and rock melts and cools in endless cycles, eventually some form into structures and shapes that have great power. When these specific and peculiar conditions do occur however they are brief\xe2\x80\x94and when the rock melts the resulting explosion brings forth a monster that gives pause even to gods. Once unleashed upon a new realm these elementals cause eruptions of magma lines to reactivate dormant volcanoes or create lava fields from rolling plains and verdant forests, transforming a region into a hellish landscape resembling themselves.'