Large Elemental, Any Evil Alignment
Armor Class 15 (bone armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., Swim 90 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Aquan, Understands both Infernal and Abyssal, but cannot speak them.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Invisible in Blood. The blood elemental is invisible while fully immersed in blood.

Water Form. The blood elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 foot wide without squeezing.

Freeze. If the blood elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (1d6 +4) piercing damage. 

Blood Jet (Recharge 4-6). A jet of blood forming a line 50 feet long and 5 feet wide blasts out from the elemental in a direction it chooses. Each creature in the line must make a DC 15 Dexterity saving throw. A creature takes 17 (3d8 + 4) bludgeoning damage on a failed save and is pushed to the end of the line. There is a 25 percent chance that any creature that fails its save takes an additional 7 (1d6 + 4) piercing damage and is pinned to the first object it hits. The creature will be under the effects of the restrained condition. A creature that succeeds on the save takes half as much damage and is not pushed.

Description

Similar to a water elemental, a blood elemental is an elemental made of blood and occasionally small bits of bone and flesh.

Monster Tags: Elemental

billion

Comments

Posts Quoted:
Reply
Clear All Quotes