Medium Elemental, Neutral
Armor Class 14 (natural armor)
Hit Points 52 (8d10 + 8)
Speed 30 ft., swim 40 ft.
STR
16 (+3)
DEX
12 (+1)
CON
13 (+1)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Aquan
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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.

Surge of Youth (1/day). When the young Water Elemental's hit points drop below half (26 HP), it gains a burst of energy, momentarily becoming more ferocious in battle. For 1 minute, the Water Elemental gains advantage on attack rolls, and its movement speed increases by 10 feet (to 40 ft., swim 50 ft.). After this surge ends, the Water Elemental becomes sluggish, and its movement speed is reduced by 10 feet until the end of the encounter (to 20 ft., swim 30 ft.).

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.

Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 12 Strength saving throw. On a failure, a target takes 10 (2d6 + 3) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 12). 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 5 feet out of the elemental's space.

The elemental can grapple one medium or smaller creature at one time. At the start of each of the elemental's turns, each target grappled by it takes 4 (1d6 + 1) 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 12 Strength check and succeeding. f the elemental moves, the grappled creature moves with it. The elemental can release the grapple as a free action.

Water Whirl (1/day). The young Water Elemental creates a swirling water vortex in a 10-foot radius and a 10-foot tall cylinder centred on itself. Each creature in the vortex must make a DC 12 Strength saving throw. On a failed save, a creature takes 7 (2d6) (2d6) bludgeoning damage and is pulled 10 feet toward the centre. On a successful save, the creature takes half damage and isn’t pulled. The vortex lasts until the start of the elemental's next turn.

Bonus Actions

Water Surge (1/day). The Young Water Elemental uses a bonus action to surge forward in a burst of speed, moving up to its speed in a straight line. This movement does not provoke opportunity attacks.

Reactions

Watery Defense. When an attack hits the Young Water Elemental, it can use its reaction to momentarily become amorphous, reducing the damage from the attack by 1d6. After using this reaction, the elemental's form briefly becomes unstable, causing it to have disadvantage on its next attack roll.

 

Description

The young Water Elemental is a newly formed entity, born from the flowing waters of a secluded river. Although it lacks its older kin's full strength and experience, this elemental is fiercely protective of its territory. Its form is still unstable, with water constantly shifting and swirling as it struggles to maintain its shape. Driven by instinct and a desire to grow in power, the young Water Elemental has claimed a small bridge as its domain, using its control over water to challenge any who dare cross it.

The elemental's attacks are powerful but somewhat erratic, reflecting its inexperience. It relies on bursts of energy, pushing its limits to defend its newfound home. However, this youthful vigour is fleeting, and once spent, the elemental becomes vulnerable, offering a brief opportunity for its enemies to strike before it regains its strength.

Habitat: CoastalSwampUnderwater

CrudeAmoebe

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