THE SHARED REFERENCE Adventurer

Monster

Water Elemental

Official reference · XMM · 2024

Creature type
Elemental
Size
Large
Armor class
14
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
Primordial (Aquan)
Resistances
acid, fire
Immunities
poison
Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Traits

Freeze

If the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn.

Water Form

The elemental can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.

Actions

Multiattack

The elemental makes two Slam attacks.

Slam

Melee Attack: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.

Whelm (Recharge 4–6)

Strength Saving Throw: DC 15, each creature in the elemental's space. Failure: 22 (4d8 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Restrained condition, is suffocating unless it can breathe water, and takes 9 (2d8) Bludgeoning damage at the start of each of the elemental's turns. The elemental can grapple one Large creature or up to two Medium or smaller creatures at a time with Whelm. As an action, a creature within 5 feet of the elemental can pull a creature out of it by succeeding on a DC 14 Strength (Athletics) check. Success: Half damage only.

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