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D&D 5th Edition

Compendium

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Water Elemental

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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 ft. 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 and succeeding.

Attributes

AC
14 (Natural Armor)
Alignment
Neutral
CHA
8
CON
18
Challenge Rating
5
Condition Immunities
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
DEX
14
HP
114 (12d10+48)
INT
5
Immunities
Poison
Languages
Aquan
Passive Perception
10
Resistances
Acid; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Roll 0
Slam 1d20 + 7 2d8+4
STR
18
Senses
Darkvision 60 Ft.
Size
Large
Speed
30 ft., swim 90 ft.
Type
elemental
WIS
10
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