Firewater Elemental

Firewater Form. It can move through a space as narrow as 1 inch wide without squeezing. The elemental can enter a hostile creature's space and stop there. Any creature that breathes or drinks some of its liquid must make a DC 15 Constitution saving throw or suffer the poisoned condition while inebriated for 1 hour. The creature may make another Constitution saving throw at the end of its turns to end this effect.

Ignite. The elemental gains 10 move speed and the fire elemental's Fire Form and Illumination for 1 minute after taking fire damage.

Inebriating Vapors. Any creature that starts its within 5 feet of the elemental must make a DC 13 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the inebriating vapors of all firewater elementals for 1 hour.

ACTIONS
Multiattack. The elemental can make two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 12 (2d8+3) bludgeoning damage.

Grease (Recharge 6). Each creature in the elemental's space must make a DC 14 Dexterity saving throw. On a failure, a target becomes prone and has disadvantage on Dexterity saving throws until the end of its next turn. The space the elemental is in becomes difficult terrain for 1 minute, Any creature that enters the area or starts its turn there must make a DC 14 Dexterity saving throw or become prone. If this area is exposed to fire, it ignites into flash fire before disappearing immediately after. Creatures in the area of flash fire must make a DC 14 Dexterity saving throw or take 11 (2d10) fire damage.