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.
Dehydrating Form. Creatures ending their turn within 5 ft. take 3 (1d6) acid damage and 1 level of exhaustion if they fail a DC 15 Constitution saving throw.
Water Leech. Regains 10 HP if grappling or sharing space with a creature.
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and 5 (1d10) cold damage.
Erode Metal (Recharge 6). Each creature in the elemental's space must make a DC 15 Dexterity saving throw. On a failure any metal items on their person, magical or not, become corroded. Metal armor has a -2 to AC, metal weapons have disadvantage on attack rolls. If an item is subjected to 'Erode Metal' 3 times, the item breaks. Otherwise the items can be fixed with use of the mending spell or a blacksmith.
Description
A viscous, gurgling mass of sentient seawater, reeking of old salt and rot.
Brine Elemental Lore
Born of the Salt Kings’ blasphemous rites and the ocean’s vengeance, Brine Elementals are manifestations of ancient seawater twisted by malice and memory. No longer part of the natural world, their forms churn with sludgy salt and decaying sea-life, held together by a will not their own. They are drawn to places of worship and ritual, echoing drowned sermons and mimicking priestly gestures long forgotten. Sailors claim that their presence fouls the air, causing lungs to seize and skin to crack from unseen salt winds. In truth, they are fragments of the Brineheart’s fury—remnants of a godless ocean, animated by the rage of a world that was drained and betrayed. Where they gather, tides dream of drowning the land once more.
Previous Versions
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7/19/2025 11:13:22 PM
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1
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Coming Soon
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