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

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. 

 

Actions

Multiattack. The elemental makes two slam attacks.

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

 Infest Blood (Recharge 6). . The Blood Elemental can use an action to infest a creature with an open wound. One creature within 5ft of the blood elemental that does not have maximum hit points must make a DC 15 Constitution saving throw on a failed save it is infested. The blood elemental controls the creatures actions, movement, bonus actions and reactions. At the end of the creatures turn it may repeat the saving throw. If the blood elemental retains control on it's turn it can use its bonus action to release the creature, if it does not release the creature it may use it's actions as normal from the creatures space. 

Habitat: CoastalSwampUnderwater

GlitchGeorge

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