Cradle of the Hill Scion

Gargantuan elemental, typically chaotic evil

Armor Class

19 (natural armor)

Hit Points

402 (23d20 + 161)

Speed

40 ft.

Saves

wis +10, cha +7

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

exhaustion, paralyzed, petrified, poisoned, prone

Languages

Giant, Primordial

Challenge

22

Proficiency Bonus

+7

Awakening of the Scion

The cradle is a container for the scion of Grolantor. When the cradle drops to 0 hit points, its body crumbles to dirt and moss. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count.

Legendary Resistance (5/Day)

If the cradle fails a saving throw, it can choose to succeed instead.

Magic Resistance

The cradle has advantage on saving throws against spells and other magical effects.

Siege Monster

The cradle deals double damage to objects and structures.

Actions

Multiattack

The cradle makes three Slam or Spit Rock attacks in any combination and one Grasping Root attack.

Slam

Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage.

Spit Rock

Ranged Weapon Attack: +14 to hit, range 120 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage, and the target must succeed on a DC 22 Strength saving throw or have the prone condition.

Grasping Root

Melee Weapon Attack: +14 to hit, reach 30 ft., one creature not grappled by the cradle. Hit: the target has the grappled condition (escape DC 17). Until the grapple ends, the target takes 29 (4d10 + 7) bludgeoning damage at the start of each of its turns. The root has AC 19 and can be severed by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn't hurt the cradle but ends the grapple.

Rolling Hills (Recharge 6)

The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and up to 30 feet wide. Each creature in the wave must make a DC 22 Strength saving throw. On a failed save, a creature takes 58 (9d12) bludgeoning damage, has the prone condition, and is buried under dirt. On a successful save, a creature takes half as much damage only. A buried creature has the restrained condition, has total cover, and can't breathe. As an action, a creature buried in this way, or another creature within 5 feet of it that isn't buried, can make a DC 17 Strength (Athletics) check. On a successful check, the buried creature no longer has the prone or restrained conditions.