Large Swarm of Large elementals, Neutral
Armor Class 13
Hit Points 58 (9d10 + 9)
Speed 15 ft., Swim 60 ft.
STR
17 (+3)
DEX
16 (+3)
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 60 ft., Passive Perception 10
Languages Aquan understands but doesn’t speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

Water of Life. When the Aqua Grasp starts its turn in water or submerged it gains 5 temporary hit points to a max of 20 temporary hit points.

Actions

Aquatic Grasp. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the Aqua Grasp. Until this grapple ends, the target is restrained, the Aqua Grasp attempts to submerge it, and the Aqua Grasp can't attempt to constrict another target.

Bonus Actions

Watery Whirlwind. As a bonus action, the Aqua Grasp can summon a small whirlpool with a radius of 15 feet around itself, turning the area into difficult terrain for creatures other than the Aqua Grasp. Any creature that begins its turn within the whirlpool must succeed on a Strength saving throw (DC 14) or be drawn 10 feet toward the Aqua Grasp.

Douse and Distract. The Aqua Grasp can use a bonus action to splash water at a target within 10 feet. The targeted creature must succeed on a Dexterity saving throw (DC 14) or have disadvantage on its next attack roll or ability check.

Mystic Ripple. While submerged in water, the Aqua Grasp can utilize a bonus action to send forth a mystic ripple through the aquatic environment. This ripple grants the Aqua Grasp advantage on its next attack roll.

Reactions

Fluid Deflection. When targeted by a ranged weapon attack, the Aqua Grasp can use its reaction to manipulate the water around it, gaining a +2 bonus to its AC against the attack.

Aqueous Absorption. When subjected to a spell that deals cold or fire damage, the Aqua Grasp can use its reaction to absorb the energy, gaining temporary hit points equal to half the damage dealt.

Description

Aqua Grasp. An elemental guardian known as the Aqua Grasp is tethered to a specific water-filled locale, be it a serene pool or ornate fountain. Concealed from view while submerged, its sinuous form materializes when it emerges to strike, utilizing its coiling appendage to crush any creature not protected by its summoner or those the summoner designates as off-limits. Upon its demise, the Aqua Grasp transforms into an inert pool of water.

Alignment Influence. Similar to many elementals, the Aqua Grasp lacks a inherent concept of good or evil. However, an Aqua Grasp tethered to a sanctified or desecrated water source gradually adopts the essence of its surroundings, aligning itself with either neutral good or neutral evil.

Behavioral Variances. A neutral good Aqua Grasp endeavors to deter intruders through intimidation rather than lethal force, while a neutral evil Aqua Grasp relishes in causing harm for pleasure and may even turn against its summoner. The alignment of a Aqua Grasp shifts away from evil if its waters undergo purification through a spell like purify food and drink.

Elemental Essence. The Aqua Grasp is self-sustained, requiring no air, sustenance, beverages, or rest.

 
 

Previous Versions

Name Date Modified Views Adds Version Actions
2/15/2024 10:42:04 PM
9
2
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Habitat: UnderdarkUrban

MadD3manEDGE

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