Large elemental, chaotic neutral
- Armor Class
- 15
- Hit Points
- 94 (9d10 + 45)
- Speed
- fly 40 ft. (hover), 0 ft., canHover true ft.
- Challenge
- 6 (2,300 XP)
- Saving Throws
- Cha +6, Con +8, Wis +4
- Skills
- Stealth +8, Perception +4
- Damage Resistances
- thunder
- Damage Immunities
- poison
- Condition Immunities
- exhaustion; paralyzed; poisoned; restrained
- Senses
- passive Perception 14
- Languages
- Auran, Giant
Traits
The mist hulk can enter another creature's space and stop there. It can move through a space as narrow as 1 inch without squeezing.
When the mist hulk dies, it bursts in a wave of water. Each creature within 10 feet of it must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 11 (2d10) bludgeoning damage and has the prone condition. On a successful save, a creature takes half as much damage only.
Actions
The mist hulk makes two Slam attacks.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) cold damage.
The mist hulk releases a wail infused with magical anguish. Each creature within 30 feet of it must make a DC 14 Wisdom saving throw. A creature in the mist hulk's space has disadvantage on the saving throw. On a failed save, a creature takes 14 (4d6) psychic damage and has the incapacitated condition for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.