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.
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). 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 elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.
Description
Water elementals are made of water, packed into humanoid form. They often resemble standing fountains in a humanoid shape. But this elemental is made of Ale, wine or spirits depending on what and how much was available. So unlike it clear brethren this liquid elemental can be red , amber, or brown. Rather than the smell of sea and serf it smells of beer, wine or stronger drink. A final consecration as its body contains so much liquor it is prone to catching on fire, this will kill the elemental not just banish it back to it's realm. But then one must contend with a liquid elemental that is also burning, shudder the thought.
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