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 20 feet until the end of its next turn.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+4 bludgeoning damage.
Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 1d4+2 bludgeoning damage. If it is Medium or smaller, it is also grappled (escape DC 12). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 1d4 bludgeoning damage. 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 12 Strength and succeeding.
Description
A water elemental is a cresting wave that rolls across the ground, becoming nearly invisible as it courses through a larger body of water. It engulfs creatures that stand against it, filling their mouths and lungs as easily as it smothers flame. A water elementlet, however, is a bouncing ripple that speeds through bodies of water with a flash, glimpses of which can easily be mistake for a small, silver-coloured fish. Creatures that stand against it are usually soaked through by the time it's finished with them, and are subsequently driven off by its frustrating lack of concern and constant jets of water, much as fire will recoil from a bit of dampness, but will continue to burn despite its presence.
Previous Versions
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10/19/2019 11:54:03 AM
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2/28/2020 12:54:35 AM
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