Water Form. You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing.
Freeze. If you take cold damage, you partially freeze; your speed is reduced by 5 feet until the end of your next turn.
Freedom of Movement. You ignore difficult terrain, and magical effects can't reduce your speed or cause you to be restrained. You can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. You deal double damage to objects and structures.
Floater. You can choose to walk on the surface of water.
Multiattack. You make two Slam attacks, and then one of either Water Jet or Water Spray.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Water Jet. Ranged Weapon Attack: +8 to hit, reach 90 ft./120 ft., one target. Hit: 12 (2d8 + 3) cold damage.
Water Spray. You release a 30 ft. cone of water. All creatures in the cone must make a DC 18 Dexterity saving throw, taking 27 (6d8) cold damage on a failed save, or half on a successful one.
As an action, you can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of your turns, each target grappled by you takes 14 (2d8 + 5) bludgeoning damage and 14 (2d8 + 5) 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 20 Strength check and succeeding.
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