Fire-Infused Water Elemental

Huge Elemental, neutral

Armor Class 14 (natural armor)

Hit Points 138 (12d12+60)

Speed swim +90, walk +30

Challenge 7

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

Special Abilities

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.

Source: Tome of Beasts 2 · OGL/Open