33 lines
1.4 KiB
Markdown
33 lines
1.4 KiB
Markdown
# Fire-Infused Water Elemental
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*Huge* *Elemental* *neutral*
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- **Armor Class:** 14 (natural armor)
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- **Hit Points:** 138 (12d12+60)
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- **Speed:** swim 90 ft. walk 30 ft.
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- **Challenge Rating:** 7 (2,900 XP)
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- **Source:** Tome of Beasts 2, page 216
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 20 (+5) | 14 (+2) | 20 (+5) | 5 (-3) | 10 (+0) | 8 (-1) |
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- **Skills:**
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- **Damage Immunities:** poison
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- **Damage Resistances:** acid, cold, fire; bludgeoning, piercing, slashing from nonmagical attacks
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- **Condition Immunities:** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
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- **Senses:** darkvision 60 ft., passive Perception 10
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- **Languages:** Aquan
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### Special Abilities
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- **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.
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### Actions
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- **Multiattack:** The elemental makes two slam attacks.
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- **Slam:** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 7 (2d6) fire damage.
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- **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.
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