Large Elemental, Any Alignment
Armor Class 15 Natural
Hit Points 90 (12d10 + 24)
Speed
STR
18 (+4)
DEX
12 (+1)
CON
14 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30ft. (Blind beyond this radius), Darkvision 60, Passive Perception 10
Languages Common, Primordial
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Special Trait Name. Enter the description for your special trait.

Blood Sense. The blood elemental can pinpoint the location of any creature within 30 feet of it that is currently suffering from a bleeding or bleeding-type condition.

Blood Bond. Whenever the blood elemental takes damage from a bludgeoning, piercing, or slashing attack, it regains hit points equal to half the damage taken.

Blood Form. The blood elemental can squeeze through spaces as narrow as 1 inch wide without squeezing. It can't pass through an opening that is airtight.

Actions

Multiattack. The blood elemental can make two slam attacks. 

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must make a DC 14 Constitution saving throw or become infected with "Bleeding Wound" for 1 minute. The infected creature takes 7 (2d6) piercing damage at the start of each of its turns. The affected creature can repeat the saving throw at the end of its turn, ending the effect on a success.

Blood Nova (Recharge 5-6). The blood elemental can unleash a torrent of pressurized blood, creating a 20-foot radius sphere of gore centered on itself. Each creature within that area must make a DC 15 Dexterity saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. Creatures who fail the saving throw also suffer the "Bleeding Wound" effect as described in the Slam attack.

Blood Grapple. The blood elemental can attempt to grapple a target it has hit with its Slam attack. The target must make a DC 15 Strength saving throw or be restrained by the blood elemental. While grappled, the target takes ongoing necrotic damage equal to the initial damage dealt by the Slam attack at the start of its turn, and it cannot attempt another saving throw to end the "Bleeding Wound" effect.

Blood Boil. The blood elemental can target one creature it is grappling with its Blood Grapple. The target must make a DC 15 Constitution saving throw or take 24 (4d8 + 4) necrotic damage, and its maximum hit points are reduced by the same amount. This reduction lasts until the target receives magical healing. If the maximum hit points of a creature are reduced to 0 by this effect, the creature dies.

 

Reactions

Absorb Blood. When a creature within 10 feet of the blood elemental suffers damage from a bludgeoning, piercing, or slashing attack, the blood elemental can use its reaction to heal a number of hit points equal to the damage dealt.

Monster Tags: Elemental

theundeadprince1234

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