Tiny Elemental, Any Non-Good Alignment
Armor Class 10 (Natural armor)
Hit Points 1 (1d4 - 1)
Speed 15 ft., Swim 40 ft.
STR
6 (-2)
DEX
8 (-1)
CON
8 (-1)
INT
6 (-2)
WIS
8 (-1)
CHA
10 (+0)
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 9
Languages Aquan
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Water Breathing. The water minimental can breathe underwater.

Water Form. The water minimental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Slam. Melee Weapon attack: +1 to hit, reach 5 ft., one target. Hit: 1d4-1 bludgeoning damage.

Description

Water minimentals tend to be social and stay in groups, often taking up refuge in water sources where they are invisible unless disturbed. They generally despise temperature extremes, and will shy away from flame or cold. If a number of water minimentals gather in a town’s well or potable water source, they form invisible barriers that make it difficult to access the water underneath. Due to this trait, they can be a nuisance to towns that find themselves with an infestation. Water minimentals prefer to go with the flow, and tend to flow down towards sea level, as water is apt to do. It is unknown how many of these minimentals exist in the oceans of the material plane.

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