Large Elemental, Neutral
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., Swim 90 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Aquan
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Liquid 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.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Blood Capsule. The elemental stores half the damage it deals as 'Blood Points.' This does not apply to creatures who have no blood, or do not bleed.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Blood Transport. The elemental can use a bonus action to teleport to an adjacent square of a creature who has received slashing or piercing damage in the last turn.

Blood Transfusion. The elemental may spend 'Blood Points' to heal a creature equal to the number of points spent. These points need not be spent all in one transfusion.

Habitat: CoastalSwampUnderwater

Parm

Comments

Posts Quoted:
Reply
Clear All Quotes