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The Heated Honey Elemental
Armor Class 15 (17 when hit with fire damage, can be reduced back to fifteen through 20 points of bludgeoning or force damage)
Hp dependent upon the capabilities of your party and the nature of the fight for this example the elemental will be the only creature and be fighting a standard 4 person party capable of decent average damage, 150
Speed 20 when not in its honey lair, 30 when in its honey lair
Strength 18 ( 4) Dexterity 10 ( 0) Constitution 18 ( 4)
Intelligence 12 ( 1) Wisdom 10 ( 0) Charisma 6 (-2)
Damage Resistances Nonmagical Bludgeoning Slashing and Piercing
Damage Immunities Fire Poison
Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious, Grappled, Restrained, Prone
Senses While in its honey lair it is ever present
Languages Bee and Nectaris
Challenge Rating Yes
Effects
Super Heated: Any creature that starts their turn within 5 feet (variable) of the elemental takes 1d6 of fire damage, when grappled by the elemental this damage is increased to 2d6
Sticky Icky: Grapple checks made by the elemental have advantage
Splash: Attacks within melee range of the elemental send globs of heated honey towards the attacker. The attacker must make a DC 14 dex savingthrow to avoid the glob, if they fail they take 1d4 of fire damage.
Honey Shards: When the elementals crystalized honey armor is broken (see armor class) all creatures within 10 feet of the elemental must succeed on a DC 15 dex savingthrow or take 1d6 piercing damage and 1d6 fire damage
Actions
Multiattack: The elemental may make two attacks per turn
Honey Slam: Melee weapon attack 7 to hit, 5ft reach, On hit target takes 1d6 4 bludgeoning damage and 1d6 fire damage, when crystalized (see armor class) the bludgeoning damage increases to 1d8 4 bludgeoning
Honey Spray: Ranged Weapon Attack 4 to hit, 35 ft range, On hit the target takes 1d6 fire damage and is considered to be in rough terrain for its next 10 feet of movement, this attack is not available when crystalized
Legendary Actions
The Elemental may take 2 Legendary Actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn. The elemental regains spent Legendary actions at the start of its turn.
EMERGE (unavailable if crystalized, or not in its lair): The elemental submerges into the ground of its lair, and emerges up to 30 ft away. Attacks of opportunity are not available upon the elemental, when emerging any creatures in the space it chooses to emerge in are knocked back 5ft and take 1d4 of bludgeoning damage.
BEES!: The elemental summons a swarm of bees that act upon the elemental same initiative.
Honey Drop (only available in its lair): Globs of honey drop from the ceiling and restrain up to 2 targets that fail a dc 14 dex saving throw, if they are restrained they can either be pulled out by an ally with a successful strength check of 14 or break out on their own the same way.
Lair Action
When fighting within its lair the elemental may have one of these effects occur each round on initiative 20 winning initiative ties
ยท The ground becomes stickier than normal and the entire lair becomes rough terrain.
ยท The Elemental summons 2 bee swarms that disappear at the next lair action and both only have 1 hp.
The elemental absorbs excess honey in the lair and either regains 1d12 of hp or spins and fires the honey across the whole lair making a flat ranged attack roll against all creature dealing 1d4 bludgeoning and 1d4 fire damage on a hit.
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