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 Boil. Any allies of the Blood Elemental within 20 feet of it gain Rage, as per the Barbarian skill.
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. If it is Large or smaller, it is also grappled (escape DC 14). 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 13 (2d8 + 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 14 Strength and succeeding.
Enrage. As a reaction to being hit, the Blood Elemental may force its attacker to make a DC 14 Constitution saving throw. On a success, the target is immune to this effect for the next 24 hours. On a failure, the target must use its next turn to attack a target of the Blood Elemental's choosing. The victim should consider the target their mortal enemy and pursue the attack to the best of their abilities. The effect ends as soon as their turn ends.
Description
The creature known as the blood elemental is a foul creation, one of a dark union between necromancy and the elemental plane of water. This creature stands at 8 feet tall, with a lower body of swirling, writhing pools of blood, its upper torso and head, a twisted humanoid form.
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