# Divi

*Large* *Elemental*

- **Armor Class:** 18
- **Hit Points:** 172 (15d10+90)
- **Speed:** walk 30 ft. burrow 30 ft. fly 30 ft.
- **Challenge Rating:** 11 (7,200 XP)
- **Source:** [A5e Monstrous Menagerie](https://enpublishingrpg.com/products/level-up-monstrous-menagerie-a5e) page 217

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 22 (+6) | 12 (+1) | 22 (+6) | 5 (-3) | 6 (-2) | 6 (-2) |

- **Saving Throws**: Str +10, Con +10, Int +5, Wis +6, Cha +6
- **Skills:** athletics +10, perception +6
- **Damage Resistances:** acid
- **Condition Immunities:** petrified
- **Senses:** darkvision 120 ft., tremorsense 30 ft., passive Perception 16
- **Languages:** Terran

### Special Abilities

- **Earth Glide:** The divi can burrow through nonmagical, unworked earth and stone without disturbing it.
- **Innate Spellcasting:** The divis innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, stone shape, 3/day each: creation, move earth, passwall, tongues, 1/day each: conjure elemental (earth elemental only), plane shift (to Elemental Plane of Earth only)

### Actions

- **Multiattack:** The divi makes two melee attacks.
- **Crushing Hand:** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage  and the target is grappled (escape DC 18). Until this grapple ends  the divi can't use Crushing Hand on another target and has advantage on Crushing Hand attacks against this target  and the target can't breathe.
- **Stone Club:** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.
- **Quake (Recharge 5-6):** Amid deafening rumbling  the ground shakes in a 10-foot radius around a point on an earth or stone surface within 90 feet. The area becomes difficult terrain. Each non-elemental creature in the area makes a DC 18 Constitution saving throw  taking 24 (7d6) thunder damage and falling prone on a failure or taking half damage on a success.

### Bonus Actions

- **Stone Wall (1/Day):** A permanent stone wall magically rises from an earth or stone surface within 60 feet. The wall is 6 inches thick and can be up to 20 feet high and 30 feet long. If it appears in a creatures space, the creature can choose which side of the wall to move to. Each 10-foot-by-10-foot section of the wall is an object with AC 18 and 30 hit points.


