Large Elemental, Neutral
Armor Class 17 natural armor
Hit Points 36 (8d10 + 16)
Speed 50 ft., Swim 50 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws CON +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Fire, Poison
Senses Blindsight 15 ft., Darkvision 60 ft., Passive Perception 11
Languages Aquan, Ignan, Primordial
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Steam Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 3 (1d4) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 3 (1d4) fire damage. The creature takes 3 (1d4) fire damage at the start of each of its turns.

Illumination. The elemental sheds bright light in a 15-foot radius and dim light in an additional 15 feet.

Actions

Multiattack. The amalgamation elemental makes a Slam attack and claw attack.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. 

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 3) fire damage. 

Breath Weapon (Recharge 5–6). The amalgamation elemental uses one of the following breath weapons:

Blinding Breath. The amalgamation elemental spews forth a clinging fog in a 15-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of it's turns, ending the effect on a success.

Steam Breath. The amalgamation elemental exhales scalding steam in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Spellcasting. The amalgamation elemental casts the following spell, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13):

1/day: heat metal

Legendary Actions

The Amalgamation Elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Amalgamation Elemental regains spent legendary actions at the start of its turn.

Impenetrable Fog (Costs 1 Action). The amalgamation elemental creates a 15' radius sphere of steaming fog with floating embers around itself or another creature it can see within 60 feet of it. Creatures inside the fog at the beginning of their turn takes 3 (1d4) fire damage. The creature takes 3 (1d4) fire damage at the start of each of its turns.

While inside the fog, creatures that rely on normal sight count as blinded while inside of the fog.

Steam Body (Costs 2 Actions). The amalgamation elemental takes on an incorporeal form of steam until the end of it's next turn. Creatures engulfed by the amalgamation elemental takes 4 (1d6) fire damage.

Description

A faintly humanoid shape shrouded in steam and smoke, the amalgamation elemental’s twisted form rotates incessantly with howling embers. Wherever it moves, it sets its surroundings begin to boil, both cleansing and destroying as it passes.

Monster Tags: Misc CreatureconstructElemental

Habitat: Urban

ChaseVersaille

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