Large Elemental, Any Chaotic Alignment
AC 14 None    Initiative +4 (14)
HP 210 (20d20 + 20)
Speed 40 ft., Swim 40 ft.
Mod Save
STR 18 +4 +4
DEX 14 +2 +2
CON 14 +2 +2
Mod Save
INT 8 −1 −1
WIS 10 +0 +0
CHA 8 −1 −1
Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Immunities Poison, Psychic, Radiant; Blinded, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft.; Passive Perception 16
Languages Primordial (Aquan, Abyssal)
CR 8 (XP 3,900; PB +3)
Traits

Grim Separation. When the elemental is dealt a critical hit, it rolls a charisma saving throw (DC 16), on a success, a second, smaller elemental is created that shares the resistances of its original body, but has 30 hp and cannot preform multiattack or Exsanguinate.

Ooze Form. The elemental can move through a space as narrow as half a foot without expending extra movement to do so.

Actions

Multiattack. The elemental makes two attacks, using Gelatinous Slam.

Gelatinous Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (3d6 + 4) Bludgeoning damage.

Exsanguinate. Melee Attack Roll: +2, reach 10 ft. Hit: 17 (3d8 + 4) Necrotic damage. The target has the Grappled condition and the elemental recovers hp equal to one of the target's hit die.

Bonus Actions

Engulf. Strength Saving Throw: DC 15, one Medium or smaller creature within 10 feet. Failure: The target is pulled into the elemental’s space and has the Grappled condition (escape DC 15). Until the grapple ends, the target has the Blinded and Restrained conditions, and it takes 10 (3d6) Bludgeoning damage at the start of each of its turns. When the elemental moves, the Grappled target moves with it, costing it no extra movement. The elemental can have up to two creatures Grappled by this Bonus Action at a time.

Reactions

Corrupt Lash. When hit by necrotic or radiant damage, the elemental's body trembles, before releasing a sweep in a 10 ft area made with a pair of sharpened appendages. Anyone within the area of the sweep must succeed on a DC 14 constitution saving throw, or suffer 12 (2d8+4) slashing damage.

Description

Blood elementals, also sometimes referred to as sanguine ooze elementals, are native to the Para-elemental Plane of Ooze. Their natural form is a dripping blob of indistinguishable in origin blood, but they can mould themselves into various forms with protrusions that can look like arms, legs, or tentacles.

Blood elementals encountered in mortal worlds might appear anywhere, most commonly conjured by warlocks or clerics of deities related to blood. They are seen most frequently in warzones or abandoned medical facilities, where they may have been left behind by their conjurers to feast on whatever remains of life in the area.

Blood Elemental Compositions
1d6 The Blood Elemental’s Body Contains...
1 Bits of rotting fauna.
2 Patches of coagulated blood.
3 The drained remains of engulfed creatures.
4 Corroded bones, skulls or ligaments.
5 Discolorations in the liquid or white patches.
6 Small body parts, like nails, talons, beaks, etc.

 

Habitat: Any

TobbyTheWoof

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