Amorphous 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.
Arcane Eruption. Whenever the elemental rolls a natural 1 or a natural 20 on any roll, it triggers an Arcane Anomaly. Roll on the Arcane Anomalies table (see Delerium-Tipped Projectile for the table.)
Multiattack. The elemental makes up to four attacks.
Grasping Tide. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 4) bludgeoning damage and 6 (1d8 + 4) necrotic damage, and the target is grappled (escape DC 16).
Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 6 (1d8 + 4) bludgeoning damage and 6 (1d8 + 4) necrotic damage. If it is Large or smaller, it is also grappled (escape DC 16).
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. While a creature is grappled by the elemental, it is restrained, is unable to breathe unless it can breathe water, and takes 6 (1d8 + 4) bludgeoning damage and 6 (1d8 + 4) necrotic damage at the end of each turn. If the saving throw is successful, the target is pushed out of the elemental's space. The creature can retry the saving throw at the beginning of each turn. 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 14 Strength check and succeeding.
Description
A water elemental is a cresting wave that rolls across the ground. One which has been contaminated by delerium pollution is possessed of a vengeful rage, engulfing creatures that stand against it, filling their mouths and lungs as easily as it smothers flame.
Previous Versions
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9/13/2025 6:15:49 AM
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2
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Coming Soon
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