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: 6 (1d8 + 2) bludgeoning damage. If the target has been hit by another minor water elemental's slam attack this round, it must succeed on a DC 11 Strength saving throw or be pushed 5 feet in a direction of this elemental's choice.
Description
Minor water elementals lurk in small ponds and rivers, and superstitious folk often come to revere them as river gods. These elementals enjoy being praised for doing nothing, and are content to just sleep the years away in their ponds. When summoned from the Plane of Water, minor water elementals throw themselves headlong into battle, hoping to be defeated and thus returned to their home plane.