Foul Earth
Huge • Elemental • Neutral Evil
Armor Class 15
Hit Points 149 (13d12 + 65)
Speed 30 ft., burrow 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 10 (+0) | 20 (+5) | 6 (-2) | 10 (+0) | 7 (-2) |
Saving Throws Str +8
Skills Athletics +8
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., tremorsense 150 ft., passive Perception 10
Languages Primordial (Terran)
CR 9 (XP 5,000, PB +4)

Amorphous. The elemental can move through a space as narrow as 1 foot wide without squeezing.
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.
Unusual Nature. The elemental doesn't require air, food, drink, or sleep.
ACTIONS
Bite. Melee Weapon Attack: +8, reach 10 ft. Hit: 23 (3d12 + 4) bludgeoning damage plus 33 (6d10) necrotic damage.
Rot (Recharges after a Rest). Constitution Saving Throw: DC 17, each creature in contact with the ground in a 20-foot emanation originating from the elemental. Failure: 32 (5d12) necrotic damage. Success: Half damage.
Spellcasting. The elemental casts one of the following spells, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 17):
1/day: blight (level 6), move earth
BONUS ACTIONS
Grave (Recharge 6). Strength Saving Throw: DC 16, one creature standing on the ground within 30 feet of the elemental that it can see. First Failure: The target is knocked prone, restrained, and gains half cover as its lower body sinks into the earth. The creature must repeat the saving throw at the end of its next turn. Second Failure: The target becomes blinded, gains full cover, and starts to suffocate as it is completely buried. The effects last until the target or creature within 5 feet uses an action to make a successful DC 16 Strength check, freeing the target and ending the effect. The check is made with disadvantage if the target is completely buried.
Foul Earth
Huge • Elemental • Neutral Evil
Armor Class 15
Hit Points 115 (11d12 + 44)
Speed 30 ft., burrow 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 10 (+0) | 18 (+4) | 6 (-2) | 10 (+0) | 7 (-2) |
Saving Throws Str +8
Skills Athletics +8
Damage Resistances necrotic; bludgeoning, piercing, slashing from nonmagical
Damage Immunities poison
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., tremorsense 150 ft., passive Perception 10
Languages Primordial (Terran)
CR 6 (XP 2,300, PB +3)

Amorphous. The elemental can move through a space as narrow as 1 foot wide without squeezing.
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.
Unusual Nature. The elemental doesn't require air, food, drink, or sleep.
ACTIONS
Bite. Melee Weapon Attack: +6, reach 10 ft. Hit: 14 (2d10 + 3) bludgeoning damage plus 27 (5d10) necrotic damage.
Rot (Recharges after a Rest). Constitution Saving Throw: DC 15, each creature in contact with the ground in a 15-foot emanation originating from the elemental. Failure: 26 (4d12) necrotic damage. Success: Half damage.
Spellcasting. The elemental casts one of the following spells, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 15):
1/day: blight, move earth
BONUS ACTIONS
Grave (1/Day). Strength Saving Throw: DC 14, one creature standing on the ground within 30 feet of the elemental that it can see. First Failure: The target is knocked prone, restrained, and gains half cover as its lower body sinks into the earth. The creature must repeat the saving throw at the end of its next turn. Second Failure: The target becomes blinded, gains full cover, and starts to suffocate as it is completely buried. The effects last until the target or creature within 5 feet uses an action to make a successful DC 14 Strength check, freeing the target and ending the effect. The check is made with disadvantage if the target is completely buried.
Foul Earth
Huge • Elemental • Neutral Evil
Armor Class 15
Hit Points 212 (17d12 + 102)
Speed 30 ft., burrow 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 10 (+0) | 22 (+6) | 6 (-2) | 10 (+0) | 7 (-2) |
Saving Throws Str +8
Skills Athletics +8
Damage Resistances necrotic; bludgeoning, piercing, slashing from nonmagical
Damage Immunities poison
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., tremorsense 150 ft., passive Perception 10
Languages Primordial (Terran)
CR 12 (XP 8,400, PB +4)

Amorphous. The elemental can move through a space as narrow as 1 foot wide without squeezing.
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.
Unusual Nature. The elemental doesn't require air, food, drink, or sleep.
ACTIONS
Bite. Melee Weapon Attack: +9, reach 10 ft. Hit: 31 (4d12 + 5) bludgeoning damage plus 44 (8d10) necrotic damage.
Rot (Recharge 6). Constitution Saving Throw: DC 18, each creature in contact with the ground in a 30-foot emanation originating from the elemental. Failure: 45 (7d12) necrotic damage. Success: Half damage.
Spellcasting. The elemental casts one of the following spells, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 18):
2/day: blight (level 8), move earth
BONUS ACTIONS
Grave (Recharge 5-6). Strength Saving Throw: DC 17, one creature standing on the ground within 30 feet of the elemental that it can see. First Failure: The target is knocked prone, restrained, and gains half cover as its lower body sinks into the earth. The creature must repeat the saving throw at the end of its next turn. Second Failure: The target becomes blinded, gains full cover, and starts to suffocate as it is completely buried. The effects last until the target or creature within 5 feet uses an action to make a successful DC 17 Strength check, freeing the target and ending the effect. The check is made with disadvantage if the target is completely buried.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
