Large Elemental, Unaligned
Armor Class 14 (Natural 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 Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Daelkyr
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Sludge Form. The animated sludge 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

Contaminated Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage. In addition, a target hit by this attack must succeed on a DC 15 Constitution saving throw or gain one level of contamination.

Engulf. Each creature in the animated sludge’s space must succeed on a DC 15 Strength saving throw. On a failed save, a creature becomes grappled by the sludge if it is Large or smaller (escape DC 14). Until this grapple ends, the target is restrained. If the saving throw is successful, the target is pushed out of the sludge’s space.
  The sludge can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the sludge’s turns, each target grappled by it takes 28 (8d6) necrotic damage and must succeed on a DC 15 Constitution saving throw or gain one level of contamination.
  A creature within 5 feet of the sludge can attempt to pull a creature or object out of it. This takes an action and requires a successful DC 14 Strength check.

Description

Campaign: Dungeons of Drakkenheim

Contaminated Elementals can be found all over Drakkenheim, often in areas where the eldritch magics are especially concentrated. Many who have encountered these elementals have spoken of the city itself coming to life to attack them. Reports of ruins reaching out and crushing adventurers, burning flames moving and hunting with minds of their own, or contaminated pools lurching to engulf passersby have been heard. Even the blowing air itself has mustered parts of the Haze into shifting clouds that stalk adventurers through the streets. These magical creatures are a constant reminder that nothing in the city can be trusted, and that nowhere is truly safe. 

Lair and Lair Actions

The Haze is functionally the lair of all monsters within Drakkenheim.

Fully Contaminated.
 This creature is immune to contamination, and has advantage on saving throws against contaminated spells.

Haze Adaptation. This creature may benefit from a long rest finished within the Haze. It can see twice as far through the Haze mists and Deep Haze fog.

Haze Dependence. This creature gains one level of exhaustion for every twenty four hours it spends outside the Haze. These exhaustion levels cannot be removed while the creature is outside the Haze.

Delerium Healing. As an action, a monster can touch a delerium shard to regain 10 (3d6) hit points. Once a monster has used a delerium shard in this way, the shard can’t be used in this manner again for twenty four hours.

Monster Tags: Elemental

Habitat: Urban

Keovar

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