Scanderig (5e Creature)
From D&D Wiki
Large elemental, lawful evil
Saving Throws Str +12, Con +11
Adamantine Bite. A scanderig’s primary bite attack is considered to be adamantine for all purposes including auto-crit on objects
Earth Glide. A forgefiend can glide through stone, dirt, or almost any other sort of earth except metal. Its burrowing leaves behind no tunnel or other signs of its presence. A move earth spell cast on an area containing a burrowing forgefiend flings the outsider back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 14 Con save
Rend Equipment. If a scanderig hits with its primary bite attack, it chews any armor, including shield worn by its foe if the victim fails a DC 18 Dex save. This attack deals 1d4+1 points of AC damage to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 10 AC is destroyed. If the target has armor and a shield the DM chooses which is affected.
Searing Spew (recharge 5-6) A forgefiend can belch forth a searing pile of slag from its body maw as an action. This blob of molten metal affects any 10-foot-square area adjacent to the forgefiend. Any creature in this area takes 14d6 points of fire damage (Con Save DC 18 halves). The slag quickly cools, forming a rugged pile of worthless scrap and misshapen metal that is treated as difficult terrain—this stuff crumbles to powder in 1 hour.
See in Darkness Scanderigs can see perfectly in darkness of any kind, even that created by a darkness spell.
Bite (belly, primary). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: X (3d6 + 8) piercing damage.
Bite (mouth). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: X (1d6 + 8) piercing damage.
Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: X (2d6 + 8) piercing damage.