| Ink Elemental | |||||
|---|---|---|---|---|---|
| Size/Type Large elemental |
Alignment neutral |
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| Armor Class 14 (natural armor) |
Hit Points 61 |
Speed 30 ft., climb 30 ft. |
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| STR 14 (+2) |
DEX 20 (+5) |
CON 16 (+3) |
INT 10 (+0) |
WIS 12 (+1) |
CHA 14 (+2) |
| Skills Stealth +9, Perception +5 Damage Vulnerabilities cold Damage Immunities poison Senses Blindsight 120ft, PP: 15 |
Saving Throws Dex +7, Con/Cha +3 Damage Resistances force, necrotic, bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded, deafened, exhaustion, grappled, poisoned, prone, restrained Languages — |
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| Traits | |||||
| Amorphous. You can move through a space as narrow as 1 inch wide without squeezing. |
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| Slippery You have advantage on ability checks and saving throws made to escape a grapple. |
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| Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. |
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| Split. When you are bloodied, you split into two smaller copies. Each new copy has hit points equal to half of your remaining hit points, and acts independently. |
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| Actions | |||||
| Name 🟢 Captivate (Common, Multiattack 2) |
Type Melee Weapon |
Targets 1 |
Reach 20 feet |
To Hit +9 |
Damage 17 (3d8 + 4) bludgeoning damage |
| Attack. If hit the creature is pulled up to 5 feet towards the elemental. | |||||
| Name 🟢 Inkwell (Common) |
Type Ranged Spell |
Targets 1 |
Reach 120 feet |
To Hit +9 |
Damage 35 (5d12 + 3) force damage |
| Attack. If hit the target is blinded until the start of the elementals next turn. | |||||
| Name 🟡 Immerse (Uncommon) |
Type Ability |
Targets 1 |
Reach 5 feet |
To Hit DC 17 Dexterity |
Damage 17 (3d8 + 4) necrotic 35 (5d12 + 3) necrotic |
| Attack. The elemental moves up to its speed. While doing so, it can enter Huge or smaller creatures' spaces. whenever the slime enters a creature's space, the creature must make a DC 17 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the elemental. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the elemental enters the creature's space, and the creature takes 17 (3d8 + 4) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 35 (5d12 + 3) necrotic damage at the start of each of the elemental's turns. When the elemental moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 17 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the slime. |
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