Large Elemental, Neutral
Armor Class 16 (natural armor)
Hit Points 135 (8d10 + 80)
Speed 30 ft., Swim 75 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft., Passive Perception 10
Languages Aquan can understand what player does, can only speak Aquan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
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 10 feet until the end of its next turn.

Actions

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.

Habitat: CoastalSwampUnderwater

Khalida

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