Large Elemental, Neutral
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., Swim 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws CON +7
Damage Vulnerabilities Poison
Damage Resistances Acid, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Psychic
Senses Blindsight 30 ft., 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.

Coagulate. If the elemental takes cold damage, its speed is reduced by 10 feet until the end of its next turn.

Destroyed by Water. If the blood elemental becomes entirely submerged in water, it dissipates and dies instantly.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) 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 13 (3d6 + 3) necrotic damage and, if it is Large or smaller, it is grappled (escape DC 13). 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. If Blood Drain inflicts 30 or more necrotic damage, the elemental grows in size as though affected by an enlarge spell. 

At the start of the elemental's turn, each target grappled by it takes 13 (3d6 + 3) necrotic damage. A creature within 5 feet of the elemental can pull a creature or object out of it by using an action to make a successful DC 15 Strength check.

Monster Tags: Elemental

Habitat: ForestMountainUnderdark

SFitz

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