Huge Elemental, Neutral
Armor Class 16 (natural armor)
Hit Points 230 (20d12 + 100)
Speed 40 ft., Swim 120 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
6 (-2)
WIS
12 (+1)
CHA
10 (+0)
Damage Resistances Acid, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 120 ft., Passive Perception 11
Languages Aquan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Water Form. The maelstrom 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 maelstrom takes 10 cold damage from a single source, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Conduction. If the maelstrom takes lightning damage while grappling a creature, the creature takes lighting damage equal to half of the damage dealt to the elemental.

Actions

Multiattack. The maelstrom makes three slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 6) bludgeoning damage.

Whelm (Recharge 4–6). Each creature in the maelstrom's space must make a DC 18 Strength saving throw. On a failure, a target takes 21 (4d8 + 6) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 17). 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 maelstrom's space.

The maelstrom can grapple one huge creature, two Large creatures or up to four Medium or smaller creatures at one time. At the start of each of the maelstrom's turns, each target grappled by it takes 21 (4d8 + 6) bludgeoning damage. If the maelstrom's freeze trait is active, add 9 (2d8) A creature within 5 feet of the maelstrom can pull a creature or object out of it by taking an action to make a DC 17 Strength and succeeding.

Waterspout (Recharge 4-6, or 3-6 if the maelstrom is fully submerged in water). ranged weapon attack: +7 to hit, range 60/180 ft., one target. Hit: 48 (10d8 + 3) Bludgeoning damage and is pushed backwards 20 feet, or 10 on a successful DC 18 strength saving throw. an additional 9 (2d8) bludgeoning damage is added if the maelstrom's freeze trait is active, as well as the target being knocked back 5 additional feet.

Description

A particularly powerful water elemental, the bound maelstrom is summoned by spellcasters as a potent champion or guardian.

v2: corrected hit point total. Added Waterspout action.

Previous Versions

Name Date Modified Views Adds Version Actions
2/19/2019 11:05:39 PM
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2/19/2019 11:06:44 PM
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2/19/2019 11:18:39 PM
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2/19/2019 11:39:56 PM
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Habitat: CoastalSwampUnderwater

ExternalMonolouge

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