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
12
(+1)
WIS
10
(+0)
CHA
8
(-1)
Skills
Intimidation +10
Damage Resistances
Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities
Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious
Senses
Darkvision 60 ft., Passive Perception 10
Languages
Aquan
Challenge
8 (3,900 XP)
Proficiency Bonus
+3
Traits
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.
blood rite. the elemental uses a action to make a blood rite and add so many d20s of either cold acid or fire to all its attacks. but it takes 1 more d20 then what it added to its attacks (exp add 3d20 cold take 4d20 damage).
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.
Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage.
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