Ink Elemental
Size/Type
Large elemental
Alignment
neutral
Armor Class
14 (natural armor)
Hit Points
61
Speed
30 ft., climb 30 ft.
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
Traits
Amorphous. You can move through a space as narrow as 1 inch wide without squeezing.
Slippery You have advantage on ability checks and saving throws made to escape a grapple.
Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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.
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.