Water Form. The spirit can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Avoidance. If the spirit is subject to an effect that allows it to make a saving throw to take half damage, it instead takes no damage if it succeeds on the saving throw, and only takes half damage if it fails.
Engulfing Water. The spirit counts as one size larger for the purposes of its grapples.
Freeze. If the spirit takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn, and it falls if it's flying.
Invisible in Water. The spirit is invisible when fully submerged in water.
Grab. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. The target is grappled (escape DC 14) and surrounded by abrasive, forceful water bubbles. At the start of each of the spirits turns, it can deal 2 (1d4) piercing damage plus 2 (1d4) bludgeoning damage to any creature it has grappled. While a grappled creature is in water, it has disadvantage on ability checks made to escape the spirits grapple.
Splash. RangedWeapon Attack: +5 to hit, range 20 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be pushed 5 feet away. Saving throws made to maintain concentration caused by this damage have disadvantage.
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