Small Elemental, Neutral
Armor Class 14 (natural armor)
Hit Points 3 (1d4 + 1)
Speed 30 ft., Swim 90 ft.
STR
14 (+2)
DEX
18 (+4)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
8 (-1)
Skills Stealth +8
Damage Immunities Acid, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine or Silvered
Senses Blindsight 60ft, Passive Perception 10
Languages Aquan
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.

Habitat: CoastalSwampUnderwater

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