# Fire-Infused Water Elemental *Huge* *Elemental* *neutral* - **Armor Class:** 14 (natural armor) - **Hit Points:** 138 (12d12+60) - **Speed:** swim 90 ft. walk 30 ft. - **Challenge Rating:** 7 (2,900 XP) - **Source:** Tome of Beasts 2, page 216 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 20 (+5) | 14 (+2) | 20 (+5) | 5 (-3) | 10 (+0) | 8 (-1) | - **Skills:** - **Damage Immunities:** poison - **Damage Resistances:** acid, cold, fire; bludgeoning, piercing, slashing from nonmagical attacks - **Condition Immunities:** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - **Senses:** darkvision 60 ft., passive Perception 10 - **Languages:** Aquan ### Special Abilities - **Water 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. ### Actions - **Multiattack:** The elemental makes two slam attacks. - **Slam:** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 7 (2d6) fire damage. - **Scald (Recharge 6):** A fire-infused water elemental sprays a 30-foot cone of superheated water. Each creature in the area must make a DC 12 Dexterity saving throw. On a failure, a creature takes 21 (6d6) fire damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone.