Large Elemental, Neutral
Armor Class 15 (natural armor)
Hit Points 133 (12d10 + 48)
Speed 30 ft., Swim 90 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)
Damage Vulnerabilities Fire
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Aquan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
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 feet until the end of its next turn.

Water Bound. The water weird dies if it leaves the water to which it is bound or if that water is destroyed.

Actions

Multi-attack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Constrict. Melee Weapon Attack: +7 to hit, reach 5ft., one target. hit: 18 (3d8+6; bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 17) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water elemental tries to drown it, and the water elemental can't constrict another target.

 

 

Habitat: CoastalSwampUnderwater

eddieperth

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