Water Form. The water snake 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 water snake takes cold damage, it freezes.
Camouflage. The Water Snake has advantage on stealth checks while it is raining.
Water Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 4) slashing damage.
Whelm (Recharge 4–6). Each creature in the water snake's space must make a DC 14 Dexterity saving throw. On a failure, a target takes 8 (2d4 + 4) bludgeoning damage. If it is Medium 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 water snake can grapple one medium creature. At the start of each of the water snakel's turns, each target grappled by it takes 8 (2d4 + 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 12 Strength check and succeeding.
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