Large Elemental (Demon), Typically Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., Swim 45 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Psychic
Damage Immunities Necrotic
Senses Darkvision 60 ft., Passive Perception 10
Languages Abyssal
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Necrotic Absorption. Whenever the golem is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.

Blood Form. The animate 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

Multiattack. The animate makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 5) bludgeoning damage.

Whelm (Recharge 4–6). Each creature in the anmimate's space must make a DC 15 Strength saving throw. On a failure, a target takes 17 (3d8 + 5) 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 unless it can breathe water. If the saving throw is successful, the target is pushed out of the animate's space.

The animate can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the animate's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the animate can pull a creature or object out of it by taking an action to make a DC 15 Strength check and succeeding.

Habitat: CoastalSwampUnderwater

Lagforce

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