Rockwood
Huge Elemental, chaotic neutral
Armor Class 17 (natural armor)
Hit Points 94 (9d12+36)
Speed walk +30, burrow +15
Challenge 6
Skills perception +2
Damage Vulnerabilities thunder
Damage Resistances nonmagic B/P/S attacks
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60', tremorsense 60', passive Perception 12
Languages Sylvan, Terran
Special Abilities
Earth Glide. Can burrow through nonmagical unworked earth/stone with o disturbing material it moves through.
Elemental Nature. Doesn't require air food drink or sleep.
Persistence of Stone (Recharge: Short/Long Rest). When reduced to below half its hp max Fossil Barrage recharges.
Roiling Roots. Its stony roots make the ground within 15 ft. of it difficult terrain for creatures other than the rockwood.
Siege Monster. Double damage to objects/structures.
Towering Reach. Doesn't have disadvantage on ranged attack rolls from being within 5 ft. of a hostile creature though it may still have disadvantage from other sources.
Actions
Multiattack. Two Whomping Slam or Rock attacks. If both Slams hit 1 target each creature within 5 ft. of target: 9 (2d8) bludgeoning damage and knocked prone (DC 15 Dex negates damage and prone).
Whomping Slam. Melee Weapon Attack: +8 to hit, 10 ft., one target, 18 (3d8+5) bludgeoning damage and if the target is a Large or smaller creature it must make DC 15 Str save or be knocked prone.
Rock. Ranged Weapon Attack: +8 to hit 60/180' one target 16 (2d10+5) bludgeoning damage.
Fossil Barrage (Recharge 6). Stone shards in 30' cone. Each creature in area: 28 (8d6) piercing damage (DC 15 Dex half).
Source: Tome of Beasts 3 · OGL/Open