Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Evaporate. If the elemental takes Fire damage, part of it evaporates. lowering its max hit points by half the damage taken until a short rest.
Absorb. if the elemental ends its turn in a liquid it can absorb it, changing the properties and colour of the elemental to the liquid in question and also fully healing itself.
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.
Drown (Recharge 4–6). Each creature in the elemental's space must make a DC 7 Strength saving throw. On a failure, a target takes 6 (1d4 + 4) bludgeoning damage. it is unable to breathe unless it can breathe water. Each turn the creature can make a DC 5 Strength saving throw to remove the Elemental, If the saving throw is successful, the target is pushed out of the elemental's space.
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