Fire-Infused Water Elemental — fantasy monster illustration. Fire-Infused Water Elemental is a huge elemental (Challenge Rating 7).

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Fire-Infused Water Elemental

Huge Elemental, neutral

AC
14
HP
138
Speed
30
CR
7

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


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


Traits

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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Fire-Infused Water Elemental — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

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The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
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