Ale 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. Any creature that ends its turn while in the same space as the elemental must make a DC 12 Constitution saving throw or become poisoned.
Flammable. If the elemental takes fire damage, it ignites. While on fire, the elementals attacks deal an additional 1d6 Fire damage.
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) bludgeoning damage., plus 1d6 fire damage if ignited.
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, plus 1d6 fire damage if the elemental is ignited. If it is a Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe. 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, plus 1d6 fire damage if the elemental is ignited. 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 check and succeeding.
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