Large Elemental, Neutral
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., Swim 90 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Aquan
Challenge 5 (1,800 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.

Flammable. If the elemental takes fire damage it burns until destroyed or diluted. The alemental takes 1d8 damage per round while on fire, and it's melee attacks deal 1d6 additional damage as fire damage per hit.

Dilutable. As the elemental is more ale than water, exposure to a buckets worth or more of water lowers the elementals current hit points by 2d10, extinguishes it if on fire and additionally prevents it from catching fire.

Actions

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.

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Bonus Actions

Intoxicating Strike. When a target is hit by the alementals slam attack have them roll a DC10 constitution save. On a failure the target accidentally ingests some of the magical brew, becoming instantly intoxicated for 1d4 rounds. While intoxicated all rolls are at disadvantage.

Habitat: CoastalSwampUnderwater

Bluvanguard

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