Medium Elemental, Neutral Evil
Armor Class 11
Hit Points 33 (6d8 + 6)
Speed 30 ft., Swim 30 ft.
STR
12 (+1)
DEX
12 (+1)
CON
13 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Condition Immunities Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 10
Languages Aquan
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Against the Current. No liquid can force the grue to move. 

Actions

Water Jet. Ranged Weapon Attack: +4 to hit, range 5 ft., 1 target. Hit: 8 (2d6 + 1) bludgeoning damage. 

Blinding Jet (recharge 5-6). Ranged Weapon Attack: +4 to hit, range 5 ft., 1 target. Hit: 8 (2d6 + 1) bludgeoning damage. The target must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the each of each of its turns, ending the blindness on a successful save.

Description

The grue can appear as a small pool or a rolling wave of greenish water, or as a blob of jelly with a fringe of clawed appendages and tubes. It attacks with jets of water.

Monster Tags: Elemental

Habitat: UnderdarkUnderwaterUrban

hunter1828

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