Earth Archon

Dumpy and pondering, earth archons embody the endurance of stone and the indomitability of the land. Like a muddy hill come to life, these elementals possess few defining physical features beyond their lumbering humanoid shape. Earth archons are formed by the souls of those who died protecting someone they love. It need not be romantic love—a devoted knight who falls in service to a king would qualify—but, unlike most archons, it is the intensity of the passion that matters more than the power of the mortal. More than one earth archon has formed from the soul of a kind grandparent who sacrificed a last bit of food for a hungry child. This origin gives earth archons a much kinder temperament than their other elemental kin. They don’t seek out opportunities to get involved in the world’s affairs, but they are much more likely to join a good cause, particularly one that won’t succeed without their help. They are, unfortunately, not good at seeing through lies. Earth archons are frequently duped into serving nefarious ends, though should the truth come out they will not rest until they exact retribution on their deceivers.


Huge elemental, neutral good

Armor Class 22 (natural armor)
Hit Points 324 (24d12 + 168)
Speed 20 ft., burrow 40 ft.

29 (+9) 6 (-2) 25 (+7) 8 (-1) 15 (+2) 8 (-1)

Saving Throws Str +15, Con +13, Wis +8
Skills Nature +14, Perception +8
Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities poison
Condition Immunities darkvision 120 ft., tremorsense 120 ft., passive Perception 18
Languages Primordial, Terran
Challenge 18 (20,000 XP)


Hungry Earth (1/Turn). When a creature hits the archon with a melee weapon it is holding, the archon can attempt to absorb the weapon. The wielder must succeed on a DC 23 Strength saving throw or have the weapon pulled from the wielder’s hands and into the archon’s space. A weapon can be removed from the archon’s body by a creature within 5 feet of the archon taking an action to attempt a DC 23 Strength (Athletics) check, removing the weapon on a success.

Superior Earth Glide. The archon can burrow through any solid terrain or object that is composed of at least 75 percent earth or stone. The archon can choose to deal 21 (6d6) bludgeoning damage to anything it passes through for every 5 feet it moves in this manner.


Multiattack. The archon uses its Twisting Roots (if available), then makes one Stone Flail attack.

Stone Flail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 53 (8d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Constitution saving throw or be stunned until the end of its next turn.

Twisting Roots (Recharge 5–6). Each creature on the ground within 15 feet of the archon must succeed on a DC 21 Dexterity saving throw or be grappled by thick roots (escape DC 23). These roots are attached to the archon, and if a creature grappled by this feature is more than 15 feet away from the archon, but not more than 200 feet away, it is immediately pulled to the nearest unoccupied space within 15 feet of the archon.


Earth Dive (Recharge 5–6). As a reaction when the archon is reduced to less than half its hit point maximum or takes damage while below half its hit point maximum, it may immediately burrow up to its burrowing speed without provoking opportunity attacks.

Ref: TPKB1 p95