Mazroch

Huge Elemental Fey, Chaotic Neutral


  • Armor Class 16 (Natural Armor)
  • Hit Points 138(12d10 + 68)
  • Speed 30ft., earth burrow 30ft.

STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+2) 10 (0)

  • Condition Immunities Poisoned, petrified, grappled
  • Resistances Slashing, piercing
  • Senses Tremor sense 60 Ft., passive Perception 12
  • Languages Common, Elven, Druidic, Sylvan, Terran
  • Challenge 10 (5500XP)

Rock Summon. At half health, summons swarm of rock mephits (3d4) which act immediately after summoned and take that initiative spot.

Earth Grapple. Whenever the mazroch takes 20+ damage in a single round, he may use this as reaction. DC12 Dexterity Save to avoid or target is grappled and slowly pulled into the earth 1d4 feet per round. DC14 to escape grapple, and DC increases by 2 every round they are being buried. Once they are half their height deep, they gain restrained condition and can use their action only to break free.

Actions

Fist Slam. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) bludgeoning.

Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) piercing plus (1d10) acid damage.

Hurl Rock. Ranged Attack: +8 to hit, reach 20/60ft., one target. Hit 15 (2d10 + 6) bludgeoning.

*Acid Rot. Acid inflicted by the bite will begin to rot non-magic armor and gear in 1d4 hours if not cleaned.


Rock Mephit

Medium Elemental, neutral


  • Armor Class 12
  • Hit Points 10(1d8 +4)
  • Speed 30' flying

STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 10 (0) 9 (-1) 11 (0) 10 (+0)

  • Condition Immunities Poison
  • Damage Immunities Poison
  • Senses Darkvision 60 Ft., passive Perception 12
  • Languages Auran, Terran
  • Challenge 1/2 (100 XP)

Pack Tactics. If ally within 5', attack rolls are made with advantage.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 3 (1d4 + 2)

Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 12 Constitution saving throw or be Blinded for 1 minute. A Blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.