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Blood Elemental

Size
Large
Type
Elemental
Challenge Rating
5
Source
Creature Codex
Alignment
Neutral
Armor Class
14
Speeds
30
Walking Speed
30
Strength Score
16
Dexterity Score
13
Constitution Score
18
Intelligence Score
5
Wisdom Score
10
Charisma Score
5
Vision
Darkvision (60ft)
Languages Ref
Primordial
Hit Points
95
Condition Immunities
Exhaustion 1, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Resistances
Vulnerable to Poison Damage, Resistant to Acid Damage, Resistant to Fire Damage, Resistant to Non-Magical Damage, Immune to Necrotic Damage, Immune to Psychic Damage
Languages
Primordial

Large elemental, neutral


Armor Class 14 (natural armor)

Hit Points 95 (10d10+40)

Speed 30 ft.


STR
16 (+3)
DEX
13 (+1)
CON
18 (+4)
INT
5 (−3)
WIS
10 (+0)
CHA
5 (−3)

Damage Vulnerabilities poison

Damage Resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities necrotic, psychic

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60 ft., passive Perception 10

Languages Primordial

Challenge 5 (1,800 XP)

Coagulate. Each time the elemental takes cold damage, its speed is reduced by 10 feet until the end of its next turn.

Destroyed by Water. If the blood elemental becomes entirely submerged in water, it dissipates and dies instantly.

Liquid 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: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Blood Drain (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Constitution saving throw. On a failure, a creature takes 10 (3d6) necrotic damage and, if it is Large or smaller, it is grappled (escape DC 13). A grappled creature is restrained and unable to breathe. If the saving throw is successful, the creature 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 the elemental's turn, each target grappled by it takes 10 (3d6) necrotic damage. A creature within 5 feet of the elemental can use its action to make a DC 15 Strength check, freeing a grappled creature on a success. When Blood Drain deals 30 or more necrotic damage, the elemental grows in size as though affected by an enlarge/reduce spell. This increase in size lasts until the blood elemental finishes a long rest.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.