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 10 feet until the end of its turn.
Multiattack. The elemental makes four slam attacks, or two ranged attacks.
Slam. Melee Weapon Attack: +12 to hit, range/area 15ft (15ft). Hit: 20(3d10 + 4) bludgeoning damage.
Water Beam. Ranged Weapon Attack: +12 to hit, range 10/120ft. 1 target. Hit: 30(4d10 + 8) piercing damage. This beam can also be split between two targets for half the damage each.
Whelm. Each creature in the elemental's space must make a DC 16 Strength saving throw. On a failure, a target takes 15 (2d10 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 15). 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 15 (2d10 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action and making a DC 16 Strength and succeeding.
Colossal Sea Beast. Any creature starting it's turn within 15ft of the elemental must pass a DC16 Dexterity save. On a failed save the creature takes 12(2d8+3) bludgeoning damage and falls prone. On a successful save take half as much damage and don't get knocked prone. The 15ft area is difficult terrain.
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