15 (natural armor)
102 (12d10 + 36)
walk 20 ft., burrow 40 ft.
bludgeoning, piercing, and slashing from nonmagical attacks
fire, poison
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
darkvision 60 ft.
—
8
+3
Any creature that starts its turn within 5 feet of the elemental takes 5 (1d10) fire damage.
The elemental can move through a space as narrow as 1 inch wide without squeezing. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and must succeed on a DC 14 Strength saving throw or be restrained. A creature that starts its turn restrained in this way takes 5 (1d10) fire damage. It can repeat the saving throw at the end of each of its turns, freeing itself on a success.
For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
The elemental makes two slam attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage plus 5 (1d10) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Ranged Spell Attack: +8 to hit, range 30 ft., one target. Hit: 21 (6d6) fire damage, and the target must succeed on a DC 14 Constitution saving throw or have one nonmagical item of the elemental's choice that the target is carrying instantly melt or burn to cinders.