Medium Elemental, Neutral Evil
AC 13 Natural Armor    Initiative +1 (11)
HP 45 (6d8 + 18)
Speed 30 ft.
Mod Save
STR 14 +2 +2
DEX 12 +1 +1
CON 16 +3 +3
Mod Save
INT 5 −3 −3
WIS 10 +0 +0
CHA 8 −1 −1
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Unconscious
Senses Blindsight 60ft. (Blind beyond this radius); Passive Perception 10
Languages Primordial Primordial
CR 2 (XP 450; PB +2)
Traits

Blight Form. The elemental can move through a space as narrow a 1 inch wide without squeezing. Any creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 3 (1d6) necrotic damage.

Corrupting Touch. The elemental can eat through 1-inch-thick, nonmagical wood or metal in 1 round. Any nonmagical weapon that hits the elemental corrodes and takes a permanent cumulative -1 penalty to its damage rolls. If its penalty drops -5, the weapon is destroyed. 

 

Actions

Multiattack. The elemental makes two slam attacks 

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5(1d6+2) bludgeoning damage plus 3(1d6) necrotic damage. 

Siphon Life (Recharge 5-6). The elemental targets one creature it can see within 30 feet of it. The target must make a DC Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. The elemental regains hit points equal to the damage dealt. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Philchee

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