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 next turn.
Multiattack. You make two Slam attacks, and then one of either Water Jet or Water Spray.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Water Jet. Ranged Weapon Attack: +7 to hit, reach 60 ft./90 ft., one target. Hit: 12 (2d8 + 3) cold damage.
Water Spray. You release a 20 ft. cone of water. All creatures in the cone must make a DC 17 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half on a successful one.
As an action, you can grapple up to two Medium or smaller creatures at one time. At the start of each of your turns, each target grappled by you takes 8 (1d8 + 4) bludgeoning damage and 8 (1d8 + 4) cold damage. A creature within 5 feet of you can pull a creature or object out of you by taking an action to make a DC 18 Strength check and succeeding.
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