Large Elemental, Neutral
Armor Class 14 (natural armor)
Hit Points 92 (5d6 + 4)
Speed 30 ft., Swim 90 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
11 (+0)
WIS
11 (+0)
CHA
6 (-2)
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Poison
Senses Darkvision 60 ft., Unknown bloodsight: can feel where any living creature within thirty feet is by sensing their blood, Passive Perception 13
Languages Aquan, Common, Dwarvish, Elvish, Gnomish
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Water 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.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:  (2d6 + 4) bludgeoning damage.

Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes (2d4 + 2) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.

Blood Drain (Recharge 2-4). Elemental can drain a target of blood to heal itself 2d4 and damage target with 2d4 necrotic damage

Animate Dead. This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Description

This is a large viscous monster created through dark magic and unwilling sacrifices whose souls are mashed together into one form. Confused with what's happening as it the elemental can't return back to its elemental plane and is hurting from staying in this form with so many different voices and memories being forced into it. You can see the faces of the various people that were sacrificed in the blood floating around their faces contorted into various degrees of terror. This creature is in utter agony and is reacting violently to this torturous existence. Sometimes the creature will yell for help in a warbled version of the victims stuck in its body while constantly screaming for help and the end to its life in its native tongue. 

Lair and Lair Actions

lair is a underground torture room with 2-3 corpses bleeding into the grates covering the entire floor, under the grates you can see that there is enough blood flowing under there that a young child can drown in it. The elemental will rise from the grates in any spot of dms choice if the plot item of the dms choice is touched or moved. The elemental can reanimate the bodies in the room to make a lesser undead.

Previous Versions

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Habitat: CoastalSwampUnderwater

Midnighter71

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