THE SHARED REFERENCE Adventurer

Monster

Water Elemental

Official reference · MM · 2014

Creature type
Elemental
Size
Large
Armor class
14 (natural armor)
Hit points
114 (12d10 + 48)
Speed
Walk 30 ft., Swim 90 ft.
Challenge rating
5
Alignment
Neutral
Strength
18
Dexterity
14
Constitution
18
Intelligence
5
Wisdom
10
Charisma
8
Passive Perception
10
Senses
darkvision 60 ft.
Languages
Aquan
Resistances
acid, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Immunities
poison
Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Traits

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

Multiattack

The elemental makes two slam attacks.

Slam

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

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 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). 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 Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) 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 14 Strength check and succeeding.

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