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Sila

Large · Elemental · CR 11 · Chaotic Evil

Source. Black Flag SRD
Armor Class
17 (natural armor)
Hit Points and Hit Dice
216
Challenge Rating CR
11

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
22
+6
CON
22
+6
INT
24
+7
WIS
14
+2
CHA
28
+9

Overview

Category Monsters
Size Large
Type Elemental
Alignment Chaotic Evil
XP 7200
Initiative Bonus +6

Movement

Walk 30 ft (9.1 m)
Fly 60 ft (18.3 m)
Swim 90 ft (27.4 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 12

Saving Throws

Strength +5 Dexterity +6 Constitution +6 Intelligence +7 Wisdom +2 Charisma +9

Languages

Aquan,Common

Resistances & Immunities

Damage Immunities
acid,cold

Traits

Amphibious

The sila can breathe air and water.

Fluid Body (Bipedal Form Only)

The sila can move through the space of any creature, regardless of size, and a creature of any size can move through a sila's space. In addition, the sila can move through a space as narrow as 1 inch wide without squeezing.

Nebulous (Cloud Form Only)

The sila's Stealth is 21, it can hover while flying, can't manipulate objects or attack, and it can pass through any space air or water can pass through without squeezing. In addition, it can enter and hide in any Tiny or larger container, such as a pouch, lamp, backpack, or barrel.

Actions

Cold-Infused Jambiya

+9 to hit, reach 5 ft (1.5 m). Hit: 2d8+5 plus 2d4 cold damage.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage plus 5 (2d4) cold damage.

Create Water Elemental

1/day

The sila magically creates one water-based Elemental of CR 5 or lower in an unoccupied space the sila can see within 30 feet of it. The elemental acts as an ally of the sila, obeying its spoken commands. The elemental remains for 1 hour, until the sila dies, or until the sila dismisses it as a bonus action.

Multiattack

The sila makes four Cold-Infused Jambiya or Water Burst attacks. If two Water Burst attacks hit one creature, the target must succeed on a DC 17 STR save or be pushed up to 15 feet away from the sila.

Travel the Planes

1/day

The sila transports itself to a different plane of existence. This works like the plane shift spell, except it can affect only itself and can't use this action to banish an unwilling creature.

Water Burst

+9 to hit, range 60 ft (18.3 m). Hit: 4d6+5 bludgeoning damage.

Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 19 (4d6+5) bludgeoning damage.

Bonus Actions

Clouded Eyes

The sila condenses the air or water around the head or eyes of up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 17 DEX save or be blinded until the end of its next turn.

Genie Shape

The sila magically transforms into a Medium cloud of thick mist that leaves droplets of water on everything it touches or back into its bipedal form. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its bipedal form if it dies. The sila can't use this bonus action to transform into its bipedal form while inside a Medium or smaller container.

About Sila

Sila is a large elemental with a Challenge Rating of 11. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 17 and possesses 216 hit points (derived from None).

Sila has communication capabilities including Aquan,Common. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Sila

3 tips available

When using Sila in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Aquatic Combat: This creature can swim at 90 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
  • Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.

Player Guide: Facing Sila

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Aquatic Combat Defense: This creature can swim at 90 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
  • Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 11.

Solo Encounter:

A single character of level 15 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 13,200 XP
  • Hard: 19,800 XP
  • Deadly: 26,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Sila?
Sila has a Challenge Rating of 11, making it appropriate for parties of level 11.0.
What type of creature is Sila?
Sila is a Large Elemental, which affects how certain spells and abilities interact with it.
What languages does Sila speak?
Sila can communicate in Aquan,Common.

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