Large Elemental, Neutral
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 40 ft., Swim 100 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
5 (-3)
Damage Resistances Acid, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 10
Languages Primordial can understand, not speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Blood 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.

Freeze. If the 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.

Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. 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 13 (2d8 + 4) bludgeoning 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 14 Strength check and succeeding.

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 14 (3d6 + 4) necrotic damage. If it is Large or smaller, it is also grappled (escape DC 14). 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. If Blood Drain inflicts 30 or more necrotic damage, the elemental grows in size as if affected by an enlarge.

At the start of each of the elemental's turns, each target grappled by it takes 13 (3d6 + 4) 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 14 Strength check and succeeding.

Description

Similar to, but distinct from water elementals, these creatures are semi-sentient, brought forth through rites of blood magic, most often tied to necromancy.

Monster Tags: Elemental

Habitat: UnderdarkUrban

Gregzilla311

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