Free interactive D&D 5e SRD stat block

Earth Elemental

Large Elemental, CR 5, AC 17, 147 HP. Neutral.

Large Elemental, Neutral

AC
17
Initiative
-1 (9)
HP
147 (14d10+70)
Speed
30 ft., Burrow 30 ft.
ScoreModSave
STR 20 +5 +5
DEX 8 -1 -1
CON 20 +5 +5
INT 5 -3 -3
WIS 10 +0 +0
CHA 5 -3 -3
Immunities
Poison, Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Vulnerabilities
Thunder
Senses
Darkvision 60 ft.; Tremorsense 60 ft.; Passive Perception 10
Languages
Primordial (Terran)
CR
5 (XP 1,800; PB +3)

Traits

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Siege Monster. The elemental deals double damage to objects and structures.

Actions

Multiattack. The elemental makes two attacks, using Slam or Rock Launch in any combination.

Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8+5) Bludgeoning damage.

Rock Launch. Ranged Attack Roll: +8, range 60 ft. Hit: 8 (1d6+5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.

How to run Earth Elemental

An earth elemental is the encounter you build the room around. Earth Glide lets it burrow through nonmagical, unworked stone without disturbing the material, which means it does not enter combat through a door. It comes up through the floor, in the middle of the party, after the front line has already walked past. Plan the arrival before you plan the fight.

On its first turn after surfacing, lead with Multiattack: two Slams at +8 reach 10 ft. for 14 average bludgeoning each, and pick the squishiest two PCs in 10 feet. If the party has clustered, swap one Slam for Rock Launch at +8 range 60 ft., 8 average bludgeoning, and Large or smaller targets go Prone. Use Rock Launch on the back-line caster who stepped out of melee range thinking they were safe. The Prone is the real damage: it costs them half their movement to stand, and it gives every adjacent ally advantage on the next swing.

Tremorsense 60 means stealth is meaningless on the ground, and the immunity list (Poison, Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious) shuts down most save-or-suck spells. The vulnerability the party can exploit is Thunder. A bard with Shatter, a sorcerer with Thunderwave, or a smart fighter with Thunderous Smite doubles damage. If the players notice and switch tactics, reward it; if they do not, the elemental grinds them down through 147 HP and AC 17. With Int 5, the elemental does not retreat or parley. The summoner might call it back. The elemental itself just hits things until it is dismissed or destroyed.

Run the elemental in a place that matters to its arrival. A flagstone floor that bulges and cracks before initiative is rolled does more for the encounter than any monologue. Let the party hear the stone groan for ten seconds before the first attack lands.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
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