Small Elemental, Neutral
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
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.

Habitat: CoastalSwampUnderwater

Cerebreturns

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