dave2008
Legend
Elder Water Elemental
Huge elemental, neutral
Armor Class 14
Hit Points 152 (16d12 + 48; bloodied 76)
Speed 40 ft., swim 100 ft.
Savings Throws Str +9, Dex +7, Wis +5
Skills Athletics +9, Acrobatics +10, Stealth +7
Damage Resistances acid; bludgeoning, piercing, and slashing that is nonmagical.
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 90 ft., passive Perception 11
Languages Aquan
Challenge 10 (5,900 XP) Proficiency Bonus +4
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
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.
Limited Magic Resistance. The elemental has advantage on saving throws against spells and magical effects of 3rd level or lower.
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ACTIONS
Multiattack. The elemental makes three attacks, any combination of slam andwater jet attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage,
Water Jet. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 15 (3d6+5) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be pushed 10 feet.
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 18 (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 Huge creature or two Large or up to four Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 18 (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 15 Strength and succeeding.
Innate Spellcasting. The elemental’s spell casting ability is Wisdom (spell save DC 13, +5 to hit with attack spells). It can innately cast the following spells, requiring no components:
At will: control water, create or destroy water
2/day each: tidal wave, wall of water
1/day each: watery sphere
Summon Elementals (1/day). The elemental summons 1d6 water elementals to unoccupied spaces within 80 feet of the elemental.
BONUS ACTIONS
Quick Casting (1/short rest). The elemental can an at-will spell.
Huge elemental, neutral
Armor Class 14
Hit Points 152 (16d12 + 48; bloodied 76)
Speed 40 ft., swim 100 ft.
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 16 (+3) | 18 (+4) | 8 (-1) | 12 (+1) | 11 (+0) |
Savings Throws Str +9, Dex +7, Wis +5
Skills Athletics +9, Acrobatics +10, Stealth +7
Damage Resistances acid; bludgeoning, piercing, and slashing that is nonmagical.
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 90 ft., passive Perception 11
Languages Aquan
Challenge 10 (5,900 XP) Proficiency Bonus +4
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
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.
Limited Magic Resistance. The elemental has advantage on saving throws against spells and magical effects of 3rd level or lower.
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ACTIONS
Multiattack. The elemental makes three attacks, any combination of slam andwater jet attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage,
Water Jet. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 15 (3d6+5) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be pushed 10 feet.
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 18 (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 Huge creature or two Large or up to four Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 18 (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 15 Strength and succeeding.
Innate Spellcasting. The elemental’s spell casting ability is Wisdom (spell save DC 13, +5 to hit with attack spells). It can innately cast the following spells, requiring no components:
At will: control water, create or destroy water
2/day each: tidal wave, wall of water
1/day each: watery sphere
Summon Elementals (1/day). The elemental summons 1d6 water elementals to unoccupied spaces within 80 feet of the elemental.
BONUS ACTIONS
Quick Casting (1/short rest). The elemental can an at-will spell.
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