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.
Wring Out. If the water dog grapples a creature, the target takes 3 (1d6) Bludgeoning damage at the start of each of the elemental's turns.
Water Dependence. If the elemental spends a turn outside of a body of water (such as a large puddle, pool, or stream), it takes 5 (1d10) necrotic damage at the end of that turn.
.Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Hydro-Snarl (Recharge 5–6). The water dog releases a powerful, chilling spray of water in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 7 (2d6) Cold damage and is Restrained (wrapped in icy tendrils) until the end of its next turn. On a successful save, the creature takes half damage and is not restrained.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
It a water chow chow
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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