Water Elemental Species in D&D 5e Campaign Backdrop | World Anvil

Water Elemental

Monster Manual - 5e, D&D Basic Rules

Description

A water elemental is a cresting wave that rolls across the ground, becoming nearly invisible at it courses through a larger body of water.

Basic Information

Anatomy

A water elemental is a cresting wave that rolls across the ground, becoming nearly invisible at it courses through a larger body of water. It engulfs creatures that stand against it, filling their mouths and lungs as easily as it smothers flame.

Additional Information

Perception and Sensory Capabilities

Water elementals have darkvision to a range of 60 ft.[1][2]

Civilization and Culture

Major Language Groups and Dialects

Water elementals speak Aquan.[1][2]

References

  1. ^Monster Manual (5e) (2014), p.125.
  2. ^D&D Basic Rules (November, 2018), p.158.

Contents



Parent Article:

  • Elementals

Stat Block

See below[1][2]

Water Elemental

Large elemental, neutral
Armor Class 14 (natural armor)
Hit Points 114 ( 12d10 + 48 )
Speed 30 ft., swim 90 ft.

18 +4

14 +2

18 +4

INT

5 -3

WIS

10 +0

CHA

8 -1

Damage Resistances acid ; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Aquan
Challenge 5 (1,800 XP)

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.


Suggested Terrain coastal, planar creature, swamp, underwater
Sources Monster Manual - 5e, D&D Basic Rules

Comments

Please Login in order to comment!