Large Elemental, Neutral
Armor Class 14 (natural armor)
Hit Points 112 (12d10 + 40)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
5 (-3)
Damage Vulnerabilities Poison
Damage Resistances Acid, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Psychic
Senses Darkvision 60 ft., Passive Perception 10
Languages Primordial
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Coagulate. Each time the elemental takes cold damage, its speed is reduced by 10 feet until the end of its next turn.

Destroyed by Water. If the blood elemental becomes entirely submerged in water, it dissipates and dies instantly.

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.

Actions

Multiattack. The elemental makes three slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 3) bludgeoning damage.

Blood Drain(Recharge 4–6). Each creature in the elemental's space must make a DC 15 Constitution saving throw. On a failure, a target takes 10 (3d6) necrotic damage. If it is Large or smaller, it is also grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 10 (3d6) necrotic damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 15 Strength check and succeeding.

When Blood Drain deals 30 or more necrotic damage, the elemental grows in size as though affected by an enlarge/reduce spell. This increase in size lasts until the blood elemental finishes a long rest.

Blood Rain(Recharge 5–6). The elemental summons  a 15ft radius, 60ft high cylinder at a point within a 12oft range. When a creature enters the area for the first time or starts it's turn there, it must make a DC 15 Constitution saving throw. On a failure, a target takes 10 (3d6) necrotic damage. On a successful save, the creature takes half as much damage.

Description

Blood mages seem able to retain tiny blood elementals as familiars or guardians of some kind, though the exact nature of their bond is a mystery they guard jealously. Many small sects of blood cultists seem to learn the secret, leading some savants to believe that this knowledge is freely shared by priests of Marena and similar dark gods.

Drawn to Life. A blood elemental is drawn to movement and absorbs whatever living creatures it finds, increasing its size and power in the process. Though feeding is not necessary to sustain themselves, blood elementals, over time, will shrink unless they consume living creatures. However, their need for prey is relatively slight-once a week to maintain their size.

Blood Summoning. Offerings of blood and blood magic spells draw blood elementals from their planar homes, with the proper ritual. They also sometimes follow in the wake of certain demons and devils, devouring entire bodies in a matter of hours.

When a blood elemental feeds, it first removes all liquids, then liquefies and consumes the remaining flesh, and finally sucks out the marrow, leaving behind only dry, reddish bones.

Elemental Nature. The blood elemental doesn’t require air, food, drink, or sleep.

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUrban

Zakan_Shadowrunner

Comments

Posts Quoted:
Reply
Clear All Quotes