Large Elemental
Armor Class 14 natural scab armor
Hit Points 114 (12d10 + 48)
Speed
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws STR +7, CON +7
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision, Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

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, without squeezing

Actions

Multi-attack: Creature can attack twice per turn

Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit (2d8+4) necrotic damage

Blood Drain (Recharge): Each creature in the elemental's space must make a DC 15 strength saving throw. On a failed save, the target takes 2d10 necrotic damage. The elemental pulls the target's blood by osmosis and gains half of the damage done as temporary hit points.

The elemental can also drain the blood of a creature that is freshly dead (whose blood has not dried). If it does so, it gains the number of d4's equal to the hit dice of the creature, as temporary hit points.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Made completely of blood. It's mouth looks to have pincers that shift as the blood flows around itself. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Elemental

rcw0531

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