Magnetism. At the start of each of the elemental's turns, roll 1d6. On a 1 to 3, the elemental's AC is reduced by this number until the start of its next turn, and the elemental visibly expands. On a 4 to 6, the elemental's AC is increased by this number minus 3 until the start of its next turn, and the elemental visibly contracts.
Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. Impetus (Recharge 6). The elemental targets an object made of metal, such as a weapon or armor, within 60 feet. If the object is being worn or carried by a creature, the creature can make a Strength (Athletics) check contested by the elemental's. On a failure, the creature drops the object if it can, and the object moves as described below. If it can’t drop the object, the creature is considered part of the object for the effect described below. The elemental decides whether to push or pull the object. If the elemental decides to push, the object flies in a straight line up to 60 feet away from the elemental before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a DC 15 Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 13 (3d8) bludgeoning damage. If the elemental decides to pull, the object flies in a straight line towards it. Any creatures in the object's path must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) bludgeoning damage. When the object reaches the elemental, it takes 9 (2d8) bludgeoning damage and is grappled (escape DC 15). While grappled this way, a creature is restrained.