Medium Elemental, Unaligned
Armor Class 11 Natural Armor
Hit Points 13 (3d8)
Speed 30 ft., Swim 30 ft.
STR
4 (-3)
DEX
12 (+1)
CON
10 (+0)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws CON +2
Damage Vulnerabilities Cold
Damage Immunities Fire, Lightning
Senses Passive Perception 10
Languages Aquan, Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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

Radiant Warmth. The elemental radiates comforting warmth in a 10 ft radius. Creatures in this radius have advantage on saving throws to resist cold weather. 

Actions

Scolding Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., 5 target. Hit: 4 (1d6 + 1) fire damage. 

Get Hyper (Recharge 6). The elemental can caste haste on a creature it can touch.

Hot Morning Potion (Once per long rest). The elemental can infuse a being with energy and vitality. It touches a creature and imparts one of the following effects:

  • The creature can heal by an amount equal to a roll of half their maximum number of their hit dice.
  • The effects of lesser restoration
  • The creature regains a number of spell slots summing to three. Eg, One 3rd level. a 1st and a 2nd level, or three 1st level slots. 
Reactions

Bitter After Taste. If the elemental hits a creature with an attack of opportunity, the creature must additionally make a DC 10 Constitution saving throw or become poisoned. The creature can reattempt the saving throw at the end of each of their turns, ending the effect on a success. 

AlexandreSai

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