Large Fey, Neutral
Armor Class 18 Natural
Hit Points 202 (17d12 + 82)
Speed 30 ft., can swim 130 ft
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
18 (+4)
WIS
17 (+3)
CHA
14 (+2)
Damage Vulnerabilities Cold, Lightning, Thunder
Damage Immunities Fire
Condition Immunities Charmed, Grappled, Restrained
Senses Passive Perception 120
Languages Aquan, Common Aquan, common
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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.

water mastery. can do everything with water 

Actions

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Whelm (Recharge 4–6). Each creature in the spirits space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large 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 spirits space.

The spirit can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the spirits turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the spirit can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.

wall of water. The spirit creates a wall of water on the ground at a point it can see within range. The spirit can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or it can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.

Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.

watery sphere. The spirit conjures up a sphere of water with a 5-foot radius at a point it can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration.

Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, the spirit can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. The spirit can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Control water . Until the spell ends, the spirit controls any freestanding water inside an area it chooses that is a cube up to 100 feet on a side. the spirit can choose from any of the following effects when it cast this spell. As an action on the spirits turn, it can repeat the same effect or choose a different one.

Flood. The spirit cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.

If the spirit choose an area in a large body of water, it instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

The water level remains elevated until the spell ends or until the spirit chooses a different effect. If this effect produced a wave, the wave repeats on the start of its next turn while the flood effect lasts.

Part Water. the spirit cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or until the spirit chooses a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow. The spirit causes flowing water in the area to move in a direction it chooses, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as the spirit direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction the spirit chose until the spell ends or it chooses a different effect.

Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. the spirit cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

Reactions

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

 

 

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The water spirit is a rare fey type creature that lives in ancient body's of water. The spirit is a true neutral creature that does not like conflicts, and tend to stay away from people. The spirit tends to get hostile and offended when someone pollutes their water.

Lair and Lair Actions

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Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
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If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: feyElemental

Habitat: Underwater

HighPimpWolnir

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