Large Elemental, Neutral
Armor Class 14 (natural armor)
Hit Points 93 (11d10 + 30)
Speed 30 ft., Swim 90 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Ale 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.

Dilute. If the alemental is exposed to water, it takes 1d6 damage and loses its attack bonus for a round

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Intoxicate (1d4+2 recharge). Each creature in the alemental's space must make a DC 14 Constitution saving throw. On a failed save, becomes intoxicated for 1d4 rounds. While intoxicated, the affected creature(s) suffer from the poisoned condition.

DerangedDoritos

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