Pech Lithlord

Small elemental (pech), Good Neutral

Armor Class

17 (natural armor)

Hit Points

104 (16d6+48)

Speed

walk 30 ft., climb 30 ft.

Skills

Athletics +7, Perception +7

Damage Immunities

poison

Condition Immunities

exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses

darkvision 120 ft.

Languages

Common, Undercommon, Terran

Challenge

7

Light Sensitivity

While in bright light, the pech has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

One With The Stone (Recharges after a Short or Long Rest)

rAs a bonus action, the pech can draw on the power of unworked stone, as long as it is in contact with stone. Until the end of the pech's next turn, it gains resistance to piercing and slashing damage.

Innate Spellcasting

The pech lithlord's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components: • At will: mending, thunderwave (4d8) • 3/Day each: shatter (4d8) • 1/Day each: meld into stone, stone shape

Actions

Multiattack

The pech lithlord makes three attacks. two with its pick and one with its hammer. If the pech lithlord hits the same target with two attacks, the target must succeed on a DC 15 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Pick

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Hammer

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.