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
Condition Immunities
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
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.
Comments