Water Elemental

2014 SRD2014
2024 SRD2024

9 fields differ · 16 identical

Actions
Multiattack
Description

The elemental makes two slam attacks.

The elemental makes two Slam attacks.

Name
Multiattack
Multiattack
Slam
Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

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

Name
Slam
Slam
Whelm (Recharge 4–6)
Description

Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this 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’s space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

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 Grappled condition (escape DC 14). Until the grapple ends, the target has the Restrained 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.

Name
Whelm (Recharge 4–6)
Whelm (Recharge 4–6)
Alignment
neutral
Neutral
Armor Class
14 (natural armor)
14
Damage Resistances
AcidBludgeoningPiercingSlashing
AcidFire
Initiative
Bonus
2
Passive
12
Languages
Aquan
Primordial (Aquan)
Senses
darkvision 60 ft., passive Perception 10
Darkvision 60 ft.; Passive Perception 10
Speed
30 ft., swim 90 ft.
30 ft., Swim 90 ft.
Traits
Freeze
Description

If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

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

Name
Freeze
Freeze
Water Form
Description

The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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.

Name
Water Form
Water Form
16 identical fields
Ability Scores
Cha
8
8
Con
18
18
Dex
14
14
Int
5
5
Str
18
18
Wis
10
10
Challenge Rating
5
5
Condition Immunities
exhaustiongrappledparalyzedpetrifiedpoisonedpronerestrainedunconscious
exhaustiongrappledparalyzedpetrifiedpoisonedpronerestrainedunconscious
Damage Immunities
Poison
Poison
Damage Vulnerabilities
Description
Hit Dice
12d10 + 48
12d10 + 48
Hit Points
114
114
Legendary Actions
Legendary Actions Per Round
Name
Water Elemental
Water Elemental
Saving Throw Proficiencies
Size
Large
Large
Skills
Subtype
Type
Elemental
Elemental
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