Large Elemental, Neutral
Armor Class 15 (natural armor)
Hit Points 176 (12d10 + 48)
Speed 30 ft., Swim 90 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws WIS +3
Damage Resistances Acid, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
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.

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

Conductivity. When the elemental takes lightning damage, the creature becomes charged. Until the end of its next turn, any melee attacks it makes will deal an additional 1d8 lightning damage.

Actions

Multiattack. The elemental makes three slam attacks or three ice spear attacks.

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

Ice Spear. Ranged Weapon Attack: +7 to hit, range 60 ft. Hit: 10 (1d10 + 4) cold damage.

Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 17 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 17). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 17 (3d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 17 Strength check and succeeding.

Heal. The elemental heals for 3d10 + 5 hit points.

Icy Terrain. The elemental can create icy terrain in a 15ft radius centered on itself. This terrain counts as difficult terrain. When a creature in the terrain other than the elemental moves for the first time that turn, or when a creature enters the terrain, they must make a DC 15 Dexterity saving throw or be knocked prone.

Habitat: CoastalSwampUnderwater

godofincompetence

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