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.
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