b'Elemental, Venom \n'b'  Family:   Elementals  \n'b' An enormous viper formed of green liquid curls upward, its dripping fangs ready to strike. \n'b'  Large   elemental ,  neutral  \n'b'  Armor Class  14 (natural armor)  Hit Points  93 (11d10 + 33)  Speed  40 ft, swim 50 ft.\n'b' STATS STR: 17 (+3) DEX:  14 (+2)  CON:  16 (+3)  INT:  6 (-2)  WIS:  10 (+0)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   exhaustion ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained , unconscious  Senses   darkvision  60 ft., passive  Perception  10  Languages  understands Primordial but can\xe2\x80\x99t speak  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'   Liquid Form . The elemental can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b'  Underwater Camouflage . The elemental has advantage on  Dexterity  ( Stealth ) checks made while underwater. \n'b'  Actions \n'b'   Multiattack . The venom elemental makes two bite attacks. \n'b'  Bite .  Melee Weapon Attack : +5 to hit, reach 10 ft., one creature.  Hit : 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage, and the creature must succeed on a DC 13  Constitution  saving throw or be  poisoned  until the end of its next turn. \n'b'  About \n'b'  The Queen\xe2\x80\x99s Servants . Venom elementals are summoned from the  demiplane  of poisons. Venom elementals resemble water elementals but almost always take the form of a snake with prominent fangs. \n'b'  Willing Visitors . Unlike other elementals, these creatures crave summoning to the Material Plane, where they can observe the effects of their bites on living creatures. \n'b'  Elemental Nature . The venom elemental doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Conjuring Blood and Venom Elementals \n'b' Conjuring a venom elemental or a blood elemental is similar to summoning a water elemental-with a few particular changes. \n'b' For both types, the spell has the same casting time, range, and duration. For a venom elemental, the water and sand used as material components are replaced by water and venom taken from a giant spider or snake within the last 3 days. For a blood elemental, the material component is salt water with at least 1 gallon of fresh, uncongealed blood added to it. \n'b' Alternate Traits and Actions \n'b'  Source  ExpCod (Open Design) \n'b' The following changes allow GMs to alter a venom elemental without modifying its challenge rating. \n'b'   Air Form . Aerosolized versions of the venom elemental are rarer than their liquid cousins on the  demiplane  of poisons. The venom elemental can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. The elemental gains a flying speed of 60 feet. The venom elemental gains the Aerial Camouflage trait. The venom elemental loses its swimming speed and its Liquid Form and Underwater Camouflage traits. \n'b'  Aerial Camouflage . While the elemental is flying it has advantage on  Dexterity  ( Stealth ) checks. \n'b'  Engulf . Each creature in the venom  elemental\xe2\x80\x99s  space must make a DC 13  Strength  saving throw. On a failure, the target takes 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) poison damage, and the creature must succeed on a DC 13  Constitution  saving throw or be  poisoned  until the end of its next turn. If the target is Large or smaller, it is also  grappled  (escape DC 13). Until the grapple ends, the target is  restrained  and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the  elemental\xe2\x80\x99s  space. The venom elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of the  elemental\xe2\x80\x99s  turn, each target  grappled  by it takes 7 (2d6) poison damage and must succeed on a DC 13  Constitution  saving throw or be  poisoned  until the end of its next turn. A creature within 5 feet of the elemental can pull a creature out of it by taking an action to make a DC 13  Strength  check and succeeding. The venom elemental loses its Multiattack action. \n'b'  Envenom Liquid . As an action, the venom elemental divests a portion of its body into a pint of liquid. The  elemental\xe2\x80\x99s  hit point maximum is reduced by 1d6  hit points , and this reduction lasts until the elemental finishes a  short rest . The venom retains its potency for 1 hour before dissolution. A creature drinking the envenomed liquid must make a DC 13  Constitution  saving throw or take 7 (2d6) poison damage and gain the  poisoned  condition for 1 minute. The venom elemental gains the  Vulnerability  to Antitoxin trait: \n'b'  Vulnerability to Antitoxin . When the venom elemental is struck by a vial of antitoxin (thrown as an improvised weapon), it takes 2d6 acid damage. Additionally, until the end of its next turn, creatures gain  resistance  to poison damage dealt by the elemental and have advantage on  Constitution  saving throws to avoid becoming  poisoned  by the elemental. \n'b'  Spit Venom .  Ranged Weapon Attack  +5 to hit, range 15/30 ft., one target.  Hit : The target must make a DC 13  Constitution  saving throw, taking 14 (4d6) poison damage on a failed save or half as much on a successful one. On a failed save, the creature gains the  poisoned  condition until the end of its next turn. The venom elemental modifies its Multiattack action to make two attacks: one with its bite and one with its spit venom.'