Large Elemental, Any Evil Alignment
Armor Class 16 natural armour
Hit Points 104 (11d10 + 44)
Speed
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
5 (-3)
WIS
11 (+0)
CHA
8 (-1)
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned
Senses Passive Perception 10
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Blood 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.

Elemental Nature. The elemental doesn't require air, food, drink, nor sleep.

Actions

Multiattack. The elemental makes four Leeching Tendril attacks or make two Leech attacks.

Leech. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 willing target or a creature that's grappled by the elemental, incapacitated or restrained. Hit: 12 (2d6 + 5) piercing damage + 7 (2d6) necrotic damage. The target's HP max is reduced by the amount of necrotic damage taken, and the elemental regains HP equal to that amount. This reduction lasts until the target finishes a long rest, and dies if his HP max is reduced to 0. 

Leeching Tendril. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 14 (2d8 + 5) piercing damage. The elemental can choose to cause the target to become grappled. Until the grapple ends, the target's restrained. The elemental has 6 leeching tendrils, each of which can grapple one target.

Blood Rain (Recharge 4-6). The elemental causes blood to rain from above in a 20ft radius, 40ft high cylinder centred on a point within 300ft. Each creature in the cylinder must make a DC 16 DEX save or take 22 (5d8) necrotic damage and falling prone on a failure, and half as much on a success and the target doesn't fall prone. The blood rain remans in the air for 1d3 rounds, with each blood rain replacing the previous one.

Bonus Actions

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Reactions

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Description

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UnchartedFire

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