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Fire-Infused Water Elemental

Size
Huge
Type
Elemental
Challenge Rating
7
Source
Tome of Beasts 2
Alignment
Neutral
Armor Class
14
Speeds
30, swim 90
Walking Speed
30
Swimming Speed
90
Strength Score
20
Dexterity Score
14
Constitution Score
20
Intelligence Score
5
Wisdom Score
10
Charisma Score
8
Vision
Darkvision (60ft)
Languages Ref
Aquan
Hit Points
138
Condition Immunities
Exhaustion 1, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Resistances
Resistant to Acid Damage, Resistant to Cold Damage, Resistant to Fire Damage, Resistant to Non-Magical Damage, Immune to Poison Damage
Languages
Aquan

Huge elemental, neutral


Armor Class 14 (natural armor)

Hit Points 138 (12d12+60)

Speed 30 ft., swim 90 ft.


STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
5 (−3)
WIS
10 (+0)
CHA
8 (−1)

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

Damage Immunities poison

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

Senses darkvision 60 ft., passive Perception 10

Languages Aquan

Challenge 7 (2,900 XP)

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.

Description

A pillar of water rises up into a humanoid shape, steam trailing from its boiling form._
Boiling Water. Fire-infused water elementals are created when water elementals spend great lengths of time in superheated water, such as the borderlands between the Elemental Planes of Fire and Water, or when they are inundated with large amounts of fire magic. The elementals are irreparably changed and exist in a state between fire and water elemental. Too fiery for one and too watery for the other, they often find their way to the Material Plane, where they can carve out their own territory.
Geothermal Dwellers. Fire-infused water elementals prefer to inhabit areas with water heated by geothermal activity, such as hot springs and geysers. They claim such locations as their homes and grow violent when creatures harm or pollute their claimed waters. Fire-infused water elementals get along well with Open Game License

Stat block from Tome of Beasts 2 (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts 2. Copyright 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham. It is not Geminaea material. See Legal.