Cum Elemental

by bepis

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Cum Elemental

Large elemental, neutral


  • Armor Class 16 (natural armor)
  • Hit Points 102 (12d10 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 17 (+3) 5 (-3) 9 (-1) 12 (+1)

  • Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities acid, poison
  • Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive perception 9
  • Languages Primordial
  • Challenge 5 (1800 XP)

Sticky Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 4 (1d6) acid damage and its speed is reduced by 10 ft. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 4 (1d6) acid damage and its speed is reduced by 10 ft.

Dilution. For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 necrotic damage.

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

Climax (Recharge 4-6). Each creature in the elemental's space must make a DC 14 Strength saving throw. On a failure, a target takes 12 (2d8 + 3) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 13). 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 6 (1d8+1) poison damage, 6 (1d8+1) acid damage, and 6 (1d8+1) psychic 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 13 Strength and succeeding.

 

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