Medium Monstrosity, Unaligned
Armor Class 16 (natural armor)
Hit Points 130 (12d12 + 50)
Speed 50 ft., swim 100 ft.
STR
14 (+2)
DEX
14 (+2)
CON
18 (+4)
INT
16 (+3)
WIS
18 (+4)
CHA
8 (-1)
Saving Throws WIS +7
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 15
Languages Aquan, Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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

Actions

Water Prison. Rushing waters surround a target of your choice. The target must attempt a Strength Saving Throw to resist the effects or be grappled. At the end of the target turn, they can make a DC 15 Strength Saving Throw to attempt to break free.

The target is considered to be underwater and cannot cast any spells that require verbal components of a spell. The targets speed is reduced to 0 and any attacks made are at disadvantage. As the target is considered to be underwater, they must hold their breath.

Wall of Water. You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you 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.

Cone of Water. Forming a pointed spear of water, spray a geyser of water. Every creature in a 30-ft cone must make a STRENGTH saving throw (DC 16) or take 8d6 bludgeoning damage and be knocked prone. On a successful save, the creature takes half damage.

Bonus Actions

Siphon Essence. Latching onto a target with watery chains, the target must make a DC 15 Strength or Dexterity saving throw. On a failure, 2d6 cold damage is inflicted and is restored to the caster. On a success, only half this damage is taken.

Reactions

Water Sphere. Once per round, the user can create a watery sphere surrounding themselves in a protective layer, raising their AC by 3. This effect ends at the end of the turn.

Monster Tags: monstrosity

Habitat: CoastalSwampUnderwater

ComfyRadish

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