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5ead/monsters/md/tome_of_beasts_2/fire-infused-water-elemental.md
2025-06-07 07:58:30 -05:00

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# 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.