Huge Swarm of Large elementals, Unaligned
Armor Class 13 (Natural Armor)
Hit Points 150 (12d12 + 72)
Speed 50 ft., Swim 100 ft.
STR
20 (+5)
DEX
17 (+3)
CON
22 (+6)
INT
8 (-1)
WIS
15 (+2)
CHA
7 (-2)
Saving Throws STR +9, CON +10
Skills Perception +6
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 120 ft., Passive Perception 16
Languages Aquan, Primordial
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Elemental Swarm. The wave can occupy another creature's space and vice versa, and can move through a space as narrow as 1 inch wide without squeezing. It cannot have its speed reduced, or be forced to move without using its movement, action, or reaction. The wave cannot regain hit points, nor can it gain temporary hit points.

Riptide. The first time the wave enters a Large or smaller creature's space on its turn, the creature must make a DC 17 Strength saving throw or be knocked Prone. Creatures knocked prone in this way are carried with the wave as it moves.

 

Actions

Multiattack. The Wave can make three attacks. If the wave is below half its hit point maximum, it can only use two attacks.

Crash. Melee Weapon Attack: +9 to hit, reach 0 ft., all targets within the wave's space. Hit: 15 (3d6+5) bludgeoning damage. 

Water Whip. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 10 (1d10+5) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be pulled up to 20 ft. closer to the wave, and be knocked Prone.

Whelm. Each Large or smaller creature in the wave's space must make a DC 17 Strength saving throw. On a failure, a creature takes 15 (3d6+5) bludgeoning damage, and be Grappled by the wave. Until this grapple ends, the target is Restrained and unable to breathe, unless it can breathe water. If the target succeeds on its saving throw, it is pushed out of the wave's space.

The wave can grapple one Large creature, or up to four Medium or smaller creatures at a time. At the start of their turns, each creature grappled by the wave takes 15 (3d6+5) bludgeoning damage. A creature within 5 ft. of the wave can pull a creature or object by using its action to make a DC 17 Strength (Athletics), pulling the creature or object free on a success.

Bonus Actions

Suffocate. The wave can forcibly expel the air from the lungs of a creature grappled by it. If the target cannot breathe water, it must succeed on a DC 17 Constitution saving throw or take 15 (3d6+5) bludgeoning damage and start suffocating.

Description

Sometimes, elementals, despite their chaotic nature, are brought together to serve a singular purpose, and thus meld their primitive consciousnesses together to create a veritable swarm of pure energy. 

Water Elementals. When water elementals gather together, they usually have a nefarious plan going for them - whether they intend to use their combined strength to try and capsize ships, or attempt to batter down cliffs for their own purposes, they are formidable either way.

Solar_Bun_Bun

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