The Mountain Monk of the Harz
Large elemental, Lawful Neutral
Armor Class 16 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 30 ft., burrow 30 ft.
STR 22 (+6) · DEX 14 (+2) · CON 18 (+4) · INT 14 (+2) · WIS 16 (+3) · CHA 12 (+1)
Saving Throws Str +9, Con +7, Wis +6
Skills Athletics +9, History +5, Insight +6, Perception +6
Gear Oversized Miner's Pick, Ever-Burning Lamp
Senses Darkvision 120 ft., Tremorsense 60 ft., passive Perception 16
Languages Common, Dwarvish, Primordial, Terran
Challenge 8 (3,900 XP)
Traits
Master Miner. The Monk ignores Difficult Terrain composed of unworked earth, stone, or rubble. When the Monk uses its Burrow speed, it can choose to leave a stable tunnel 10 feet high and 10 feet wide in its wake.
Legendary Resistance (2/Day). If the Monk fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The Monk makes two attacks. One of these attacks can be replaced by a use of Spellcasting.
Oversized Miner's Pick. Melee Attack: +9 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage. The target is knocked Prone.
Searing Lamp. Magic Attack: +6 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) radiant damage. The target is Blinded until the end of its next turn.
Spellcasting. The Monk casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (Spell Save DC 14):
At Will: Light (PHB, p. 292), Mold Earth (XGE, p. 162)
3/Day each: Meld into Stone (PHB, p. 296), Pass without Trace (PHB, p. 303)
1/Day each: Passwall (used to reveal hidden veins or treasure corridors; PHB, p. 303)
Bonus Actions
Sealing Tremor (Recharge 5–6). The Monk strikes the cavern wall or floor with his fist, commanding the earth to shift. Each creature on the ground within 20 feet of the Monk must succeed on a DC 17 Strength saving throw or take 10 (3d6) bludgeoning damage and be Restrained by the shifting rocks until the end of the Monk's next turn.
Lore
The guardian spirit of Germany’s mountain silver mines.
Two miners who had worked side by side for years climbed down into the pit as usual. When they reached their station, they realized there wasn’t enough oil in their lamps to last the whole shift.
“What do we do?” one asked. “If the oil runs out, we’ll have to make our way up in the dark. Plenty could go wrong down here. But if we head back now for fresh oil, the foreman will chew us out—and you know he’s itching for an excuse.”
From Grimm Legends Bestiary 5E, p. 88 · Fern Flower Press