Large Elemental, Neutral Evil
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
5 (-3)
Damage Vulnerabilities Poison
Damage Resistances Acid, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Psychic
Senses Darkvision 60 feet, Passive Perception 10
Languages Primordial
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Liquid 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.

Blood Sense. If the elemental is in contact with a pool of blood while another creature is in also in contact with the same pool, the elemental automatically knows the location of that creature. Additionally, the Elemental automatically knows the location of any creature within 100 feet of it that is bleeding.

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.

Blood Drain (Recharge 4-6). Each creature in the elemental’s space must make a DC 15 Constitution saving throw. On a failure, a creature takes 10 (3d6) necrotic damage, the Elemental is healed for half as much damage dealt, and, if it is Large or smaller, it is grappled (escape DC 14). A grappled creature is restrained and unable to breathe. If the saving throw is successful, the creature is pushed out of the elemental’s space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of the elemental’s turn, each target grappled by it takes 10 (3d6) necrotic damage, and the Elemental is healed for half as much damage dealt. A creature within 5 feet of the elemental can use its action to make a DC 15 Strength check, freeing a grappled creature on a success.

Habitat: HillMountainSwampUnderdark

Nerevar27

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