Large Elemental, Neutral
Armor Class 14
Hit Points 114 (12d10)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
6 (-2)
Senses Darkvision, Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Damage Reistence. Bludgeoning, Piercing and Slashing from non-magical attacks

Immune. Poison

 

 

Actions

Multiattack. The Elemental makes 2 slam attacks

Slam. melee attack weapon: +5 to hit, 5ft reach., one target. Hit (2d8+2) Necrotic damage.

Blood Drain (Recharge 4-6). Each Creature in the elementals space must make a DC 15 Strength saving throw. On a fail, the target takes 11 necrotic damage. The elemental pulls the targets blood by osmosis and gains half of the damage as temp hit points.

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

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

Enter a general description for your monster here.

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.

harrybenjamin181

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