Armor Class
15
Natural Armor
Hit Points
144
(17d10 + 51)
Speed
60 ft., Walk 40 ft.
STR
18
(+4)
DEX
12
(+1)
CON
16
(+3)
INT
3
(-4)
WIS
10
(+0)
CHA
5
(-3)
Saving Throws
STR +7, DEX +4, CON +6, WIS +3
Damage Resistances
Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Fire, Necrotic
Condition Immunities
Charmed, Exhaustion, Frightened, Grappled, Prone, Restrained
Senses
Blindsight 30ft, Passive Perception 13
Languages
--
Challenge
8 (3,900 XP)
Proficiency Bonus
+3
Traits
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
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.
Sanguine Theft. When a creature starts its turn or moves within 10ft of the Elemental it must make a DC 18 Con save or take 14 (4d6) necrotic damage. The Elemental heals an amount equal to the damage dealt. Undead and constructs automatically succeed this save.
Necrotic Absorption. When the Elemental takes necrotic damage it heals equal to the amount of damage it would have taken.
Actions
Multi-Attack. The Elemental makes two slam attacks or one Sanguine Pull and one slam attack.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 13 (2d8+ 4) [bludgeoning] damage and 6 (1d10) necrotic damage.
Sanguine Pull. A creature of the Elemental's choice makes a Charisma save or makes an attack or casts a cantrip against a creature of the Elemental's choice as a reaction then moves up to 10ft towards the Elemental. Undead and constructs automatically succeed this save.
Reactions
Fluid Body. When the Elemental is hit with an attack it can use its reaction to take half damage from the attack. If the elemental takes cold damage from the attack it can't use this reaction.
Legendary Actions
Comments