Large Elemental, Chaotic Evil
Armor Class 15 Natural armor
Hit Points 102 (12d10 + 36)
Speed 20 ft., Burrow 40 ft.
STR
15 (+2)
DEX
12 (+1)
CON
20 (+5)
INT
1 (-5)
WIS
10 (+0)
CHA
3 (-4)
Damage Resistances Piercing and Slashing from Nonmagical Attacks that aren't Adamantine, Bludgeoning from non magical attacks
Damage Immunities Fire, Poison
Senses Darkvision 60 ft, Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Molten 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 5 (1d10) 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 5 (1d10) fire damage and must make a DC 14 (Strength) saving throw, becoming restrained on a failure. When it begins its turn while restrained this way, it takes 5 (1d10) fire damage. 

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage

 

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 13 (2d6 +  2) bludgeoning damage plus 5 (1d10) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Molten Gaze. Ranger Spell Attack +8 to hit, range 30 ft, one target. Hit: 21 (6d6) fire damage and the target must make a DC 14 Constitution saving throw. On a failure, one nonmagical item the character is carrying instantly melts or burns to cinders.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

SickDinosaur

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