Armor Class
12
Hit Points
9
(2d8)
Speed
0 ft., Fly 30 ft., Swim 50 ft.
STR
6
(-2)
DEX
14
(+2)
CON
10
(+0)
INT
3
(-4)
WIS
10
(+0)
CHA
6
(-2)
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities
Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious
Senses
Passive Perception 10
Languages
--
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Actions
Shock. Ranged Spell Attack: +3 to hit, reach 20/60 ft., one creature. Hit: 3 (1d4+1) cold damage. The target is doused in water until they use a action to dry off.
Boil Away. A target within 100 feet that is in water or is doused in water must make a Con save (DC 12) or take 7 (2d6) fire damage, or half on a save, and the target is no longer doused in water.
Description
Water Wisps are hostile water elementals that have been corrupted by some source of evil, often the hate from a spirit who died near there, or a hostile fae creatures desire to kill all who trespass.
They possess a rudimentary intelligence and are not bound to where they live, but rarely move beyond the water source they lair in.
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