Large Elemental, Neutral Evil
Armor Class 15
Hit Points 105 (12d10 + 12)
Speed 0 ft., Fly 90 ft.
STR
12 (+1)
DEX
18 (+4)
CON
12 (+1)
INT
6 (-2)
WIS
9 (-1)
CHA
6 (-2)
Damage Resistances Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Auran, Ignan
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Ash 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

 

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Suffocate. If a creature is in the same space as the elemental, they must roll a DC 13 Constitution save. On a failed save, the creature begins to suffocate. The creature can't move while suffocating and must make a save every turn. If it fails 4 times in a row, the creature dies.

Description

Through magical means, a Fire Elemental and an Air Elemental can be fused together to make an Ash Elemental. Hateful creatures of Elemental Evil, they lash out at anything that moves.

Many can be found in the Elemental Chaos, and sometimes the Cults of Elemental Evil can have Ash Elemental servants.

The_memest

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