Huge Elemental, Any Evil Alignment
Armor Class 17 Melded waste
Hit Points 140 (16d10 + 52)
Speed 40 ft., Climb 20 ft.
STR
20 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws STR +15, CON +12
Skills Athletics +8
Damage Vulnerabilities Fire, Radiant
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Acid, Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 30ft, Darkvision 120 ft, Passive Perception 12
Languages Abyssal
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Toxic Aura. A creature that starts its turn within 15 feet of the elemental must succeed on a DC 16 Constitution saving throw or take 8 (2d6) poison damage and be poisoned until the start of its next turn.

Actions

Multiattack. The waste elemental makes two Slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 15 (2d8 + 5) bludgeoning damage plus 4 (1d6) poison damage.

Filth Surge (Recharge 5–6). The elemental releases a wave of toxic refuse in a 20-foot radius. Creatures in the area must make a DC 16 Constitution saving throw, taking 18 (6d6) poison damage on a failed save, or half as much damage on a successful one. On a failure, a creature’s speed is reduced by 10 feet until the end of its next turn.

Reactions

Caustic Backflow.
When a creature the elemental can see hits it with a melee attack while within 10 feet of it, the attacker must succeed on a DC 14 Constitution saving throw or take 7 (2d6) poison damage as pressurized chemicals splash back at them. On a successful save, the creature takes half as much damage.

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.

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.

Monster Tags: Elemental

Habitat: Swamp

NinjaNate69420

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