Huge Elemental, Neutral
Armor Class 16 (natural armor)
Hit Points 168 (13d10 + 43)
Speed 30 ft., Swim 90 ft.
STR
23 (+6)
DEX
15 (+2)
CON
18 (+4)
INT
13 (+1)
WIS
10 (+0)
CHA
13 (+1)
Saving Throws STR +9, CON +7
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Truesight 120 ft., Passive Perception 13
Languages Aquan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Freeze. If this monster takes cold damage it changes into a stone hard bubblemen. punches do two times the damage when uses punch.

 

Actions

Multiattack. The elemental makes four punch attacks.

Punch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Huge creature or up to two large or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

Habitat: CoastalUnderwater

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