Living Waterfall
Creature 5
NLargeAquatic, Elemental, Water
- AC 20 Fort14Ref12Will10
- HP 90
Immunitiesbleed, paralyzed, poison, sleep
Resistancesfire 5
- Water-Bound
When not touching water, the elemental is slowed 1 and can’t use reactions.
- Vortex
30 feet. Water in the area that is in the same body of water as the elemental is difficult terrain for Swimming creatures that don’t have the water trait.
A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
- Speed20 feet, swim 60 feet
- Melee
wave 15 (reach 10 feet) Damage2d8+7 bludgeoning plus Push or Pull 5 feet
- Drench
(abjuration, primal, water)
The elemental puts out all fires in a 5-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+14 counteract modifier).