Water Form. 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.
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Light Sensitivity. While in bright light, the Akrutkudokta has disadvantage on attack rolls
Electric Discharge. When Akrutkudokta gets hit with lightning or thunder damage creatures within 5ft of it must make a Dexterity saving throw of 12, on a fail they take 4 points of whichever damage type was dealt to Akrutkudokta, on a save no damage
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5(1d6 + 4) bludgeoning damage.
Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 3 (1d4 + 2) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 12). 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 medium or up to two small creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 3 (1d4 + 2) 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 13 Strength and succeeding.
Description
Akrutkudokta means in laments term Sea void as this creature is summoned from the very essence of the deep oceans. This elemental creature can most commonly be found and controlled through ritualistic that offer a large amount of sacrifices.
Comments