Water Elemental

Water Elemental

Large Elemental • Neutral

Armor Class
14
Hit Points
114
(12d10 + 48 HD)
Challenge Rating
5
1,800 XP
Speed
30 ft.

Ability Scores

Click any value to roll ๐ŸŽฒ

Saving Throws

Skills

โ— proficient  •  โ—† expertise
Passive Perception
10
Passive Investigation
7
Passive Insight
10
๐Ÿ’ช Strength
๐Ÿƒ Dexterity
๐Ÿง  Intelligence
๐Ÿ‘๏ธ Wisdom
โœจ Charisma
Damage Immunities: Poison
Damage Resistances: Acid, Fire
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: darkvision 60 ft, Passive Perception 10
Languages: Primordial (Aquan)

Traits

Freeze

If the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn.

Water Form

The elemental can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.

Actions

Multiattack

The elemental makes two Slam attacks.

Slam

*Melee Attack Roll:* +7, reach 5 ft. 13 (2d8 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the condition.

Whelm

*Strength Saving Throw*: DC 15, each creature in the elemental's space. *Failure:* 22 (4d8 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the condition (escape DC 14). Until the grapple ends, the target has the condition, is suffocating unless it can breathe water, and takes 9 (2d8) Bludgeoning damage at the start of each of the elemental's turns. The elemental can grapple one Large creature or up to two Medium or smaller creatures at a time with Whelm. As an action, a creature within 5 feet of the elemental can pull a creature out of it by succeeding on a DC 14 Strength (Athletics) check. *Success:* Half damage only.