Water Elemental
Lesser Water Elemental CR: 2 (450 XP)
STR
15 +2
DEX
12 +1
CON
16 +3
INT
5 -3
WIS
10 +0
CHA
4 -3
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: +4 to hit, reach 5 feet, one target. Hit: 1d8 + 2 bludgeoning damage.
Water Elemental CR: 5 (1,800 XP)
STR
18 +4
DEX
14 +2
CON
18 +4
INT
5 -3
WIS
10 +0
CHA
8 -1
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 feet, one target. Hit: 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 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 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 (Athletics) check and succeeding.
Water Elemental Myrmidon CR: 7 (2,900 XP)
STR
18 +4
DEX
14 +2
CON
16 +3
INT
8 -1
WIS
10 +0
CHA
10 +0
Magic Weapons. The myrmidon’s weapon attacks are magical.
Actions
Multiattack. The myrmidon makes three trident attacks. Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 feet or range 20/60 feet, one target. Hit: 1d6 + 4 piercing damage, or 1d8 + 4 piercing damage if used with two hands to make a melee attack. Freezing Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 1d10 cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon’s next turn.
Greater Water Elemental CR: 9 (5,000 XP)
STR
20 +5
DEX
14 +2
CON
20 +5
INT
6 -2
WIS
11 +0
CHA
8 -1
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 three slam attacks. Slam. Melee Weapon Attack: +9 to hit, reach 5 feet, one target. Hit: 3d8 + 5 bludgeoning damage. Whelm (Recharge 4-6). Each creature in the elemental’s space must make a DC 17 Strength saving throw. On a failure, a target takes 3d8 + 5 bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 17). 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 3d8 + 5 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 17 Strength (Athletics) check and succeeding.
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