Small Elemental, Neutral
Armor Class 13 (natural armor)
Hit Points 39 (6d6 + 18)
Speed 30 ft., swim 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
17 (+3)
INT
3 (-4)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Aquan Understands Aquan but can't speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2

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.

Actions

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.

Environment: CoastalSwampUnderwater

JamesHaeck