Large Elemental, Neutral Evil
Armor Class 13 (natural armor)
Hit Points 1 (1d4 - 4)
Speed 60 ft.
STR
15 (+2)
DEX
15 (+2)
CON
13 (+1)
INT
11 (+0)
WIS
10 (+0)
CHA
10 (+0)
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Blindsight 30 ft., Passive Perception 10
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Invisible in Water. The elemental is invisible while fully immersed in water.

Trampling Charge. If the elemental moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elemental can make another attack with its hooves against it as a bonus action.

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

Actions

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Description

A wave elemental can only exist as long as the magic that buffs it exists. Certain hydromancers are capable of animating and buffing these waves.

NOTE: Due to technical restrictions, this monster's hit points are displayed incorrectly. The monster has 0 hit points.

Habitat: CoastalSwampUnderwater

schnautzr

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