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 freezes; its speed is reduced to 0 until the end of its next turn.
Antimagic Susceptibility. The water is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the water must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
False Appearance. While the water remains motionless and isn’t flying, it is indistinguishable from normal water.
Splash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 bludgeoning damage.
Drown. when the animated water connects with a melee attack it wraps itself around the targets head. Escape DC 15. The target starts drowning and cannot use verbal components on spells.The animated water will use the Help action on its turn until the target escapes or is drowned.
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