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Elder Blood Elemental in Dungeons & Dragons 5e

Homebrew, Ravenloft: Denizens of Darkness (3.5e) 2002

Elder Blood Elemental CR: 14

Huge elemental, neutral evil
Armor Class: 17 (Natural Armor)
Hit Points: 138 (12d12 + 60) 12d12+60
Speed: 20 ft

STR

24 +7

DEX

18 +4

CON

21 +5

INT

8 -1

WIS

11 +0

CHA

7 -2

Saving Throws: Strength +12
Skills:

Perception +5, Survival +5

Damage Resistances: Bludgeoning, Piercing, & Slashing from Nonmagical Attacks; Acid, Necrotic
Damage Immunities: Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, & Unconscious
Senses:

Darkvision 60', Passive Perception 15

Languages: Aquan (Primordial)
Challenge Rating: 14 ( 11500 XP)
Proficiency Bonus: +5

Blood Form. The elemental can enter a hostile creature's space & stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Dilution. If the elemental is in a body of water larger than itself, it takes 1d10 acid damage at the start of its turn.

Elemental Nature. The elemental doesn't require air, food, drink, or sleep.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 10 feet until the end of its next turn.

Actions

Multiattack. The elemental makes three slam attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.

Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC Strength saving throw. On a failure, a target takes 18 (2d10 + 7) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 22). Until this grapple ends, the target is restrained and unable to breathe. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 18 (2d10 + 7) 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 22 Strength check and succeeding.

Bonus Actions

Blood Drain. The elemental can attempt to drain the blood from any creature(s) it currently has grappled. All targeted creatures must make a DC 18 Constitution saving throw. On a failure, the creature takes 4 (1d8) necrotic damage and one level of exhaustion. On a success, the creature only takes the necrotic damage. The elemental gains 1 HP for every point of necrotic damage done with this feature.


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