Medium Elemental, Neutral
Armor Class 14 Natural
Hit Points 51 (6d8 + 24)
Speed
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
5 (-3)
Damage Vulnerabilities Cold
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Passive Perception 10
Languages aquan
Challenge 1 (200 XP)
Proficiency Bonus +2
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.

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

Actions

Multiattack: The water elemental makes two slam attacks.

Slam Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

Whelm (recharge 4-6): A creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, the target takes 6 (1d6+3) bludgeoning damage and it is also grappled (escape DC 13). 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 elemental can only grapple one Medium or smaller creature at a time. At the start of each of the elemental's turns, the target grappled takes 6 (1d6+3) bludgeoning damage. A creature within 5 ft of the elemental can pull a creature or object out of it by taking an action to make a DC 13 Strength and succeeding. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

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

Mythic Actions

Enter the description for how mythic actions work for your monster here.

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

Description

This creature normally appears as a humanoid-shaped formation of water about four feet high, but takes the shape of either a crashing wave or a tornado of water up to eight feet in height when it moves. It can move into enemy spaces and wrap its watery form around the target's body and try to drown it. 

Lair and Lair Actions

Enter a description of your monster's lair here.

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.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

MakerDad

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