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<blockquote data-quote="dave2008" data-source="post: 8082647" data-attributes="member: 83242"><p><strong><span style="font-size: 22px">Ancient Water Elemental</span></strong></p><p><em>Gargantuan elemental, neutral</em></p><p><img src="https://www.enworld.org/attachments/1599319093991-png.125620/" alt="1599319093991.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Armor Class</strong> 14</p><p><strong>Hit Points</strong> 310 (20d20 + 100; bloodied 155)</p><p><strong>Speed</strong> 50 ft., swim 120 ft.</p><p><img src="https://www.enworld.org/attachments/1599319094993-png.125621/" alt="1599319094993.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>22 (+6)</td><td>18 (+4)</td><td>20 (+5)</td><td>10 (+0)</td><td>11 (+1)</td><td>13 (+1)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599319095856-png.125622/" alt="1599319095856.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Savings Throws</strong> Str +11, Dex +9, Wis +6</p><p><strong>Skills</strong> Athletics +11, Acrobatics +14, Stealth +9</p><p><strong>Damage Resistances </strong>acid; bludgeoning, piercing, and slashing that is nonmagical.</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities </strong>exhaustion, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, unconscious</p><p><strong>Senses</strong> darkvision 120 ft., passive Perception 11</p><p><strong>Languages</strong> Aquan, Primordial</p><p><strong>Challenge</strong> 16 (15,000 XP) <strong>Proficiency Bonus</strong> +5</p><p><img src="https://www.enworld.org/attachments/1599319096968-png.125623/" alt="1599319096968.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong><em>Elemental Attacks.</em></strong> The primal elemental’s attacks are treated as magical weapons.</p><p></p><p><strong><em>Elemental Resistance (2/short rest).</em></strong> If the elemental fails a saving throw, it can use a reaction to re-roll the saving throw.</p><p></p><p><em><strong>Freeze.</strong></em> If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.</p><p></p><p><strong><em>Water Form.</em></strong> 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.</p><p></p><p><strong><em>Magic Resistance. </em></strong>The elemental has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the elemental has disadvantage on the attack roll.</p><p>.</p><p><strong><u>ACTIONS</u></strong></p><p><strong><em>Multiattack.</em></strong> The elemental makes three attacks, any combination of slam and water jet attacks.</p><p></p><p><strong><em>Slam. </em></strong><em>Melee Weapon Attack:</em> +11 to hit, reach 15 ft., one target. <em>Hit:</em> 24 (4d8 + 6) bludgeoning damage and if the target is Large or smaller it must make a DC 19 Strength saving throw or be grappled. At the end of the grappled creature's turn, it suffers the effects of the elemental's whelm attack until the grapple ends (escape DC 19).</p><p></p><p><strong><em>Water Jet.</em></strong> <em>Ranged Weapon Attack:</em> +9 to hit, range 60 ft., one target. <em>Hit:</em> 20 (4d6+6) bludgeoning damage and the target must succeed on a DC 16 Strength saving throw or be pushed 15 feet.</p><p></p><p><em><strong>Whelm (Recharge 4–6).</strong></em> Each creature in the elemental's space must make a DC 19 Strength saving throw. On a failure, a target takes 24 (4d8 + 6) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 19). 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.</p><p></p><p>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 24 (4d8 + 6) 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 16 Strength and succeeding.</p><p></p><p><strong><em>Innate Spellcasting.</em></strong> The elemental’s spell casting ability is Wisdom (spell save DC 14, +6 to hit with attack spells). It can innately cast the following spells, requiring no components:</p><p></p><p>At will: control water<em>, create or destroy water</em></p><p>3/day each: <em>tidal wave, wall of water</em></p><p>1/day each: <em>watery sphere</em></p><p></p><p><strong><em>Summon Elementals (1/day).</em></strong> The elemental summons 1d8 water elementals or 1d4 elder water elementals to unoccupied spaces within 120 feet of the elemental.</p><p></p><p><strong><u>BONUS ACTIONS</u></strong></p><p><strong><em>Quick Casting (2/short rest). </em></strong>The elemental can cast an at-will spell.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><strong><em>Fling.</em></strong> If a Medium or smaller creature ends its turn grappled by the elemental, the elemental throws the creature up to 40 feet in a direction of its choosing. The target must make a DC 19 Dexterity saving throw or take 3 (1d6) bludgeoning damage for every 10 feet it was thrown and knocked prone on a failure, or half as much damage one a success. If the target is thrown at another creature, that creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8082647, member: 83242"] [B][SIZE=6]Ancient Water Elemental[/SIZE][/B] [I]Gargantuan elemental, neutral[/I] [IMG alt="1599319093991.png"]https://www.enworld.org/attachments/1599319093991-png.125620/[/IMG] [B]Armor Class[/B] 14 [B]Hit Points[/B] 310 (20d20 + 100; bloodied 155) [B]Speed[/B] 50 ft., swim 120 ft. [IMG alt="1599319094993.png"]https://www.enworld.org/attachments/1599319094993-png.125621/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]22 (+6)[/TD] [TD]18 (+4)[/TD] [TD]20 (+5)[/TD] [TD]10 (+0)[/TD] [TD]11 (+1)[/TD] [TD]13 (+1)[/TD] [/TR] [/TABLE] [IMG alt="1599319095856.png"]https://www.enworld.org/attachments/1599319095856-png.125622/[/IMG] [B]Savings Throws[/B] Str +11, Dex +9, Wis +6 [B]Skills[/B] Athletics +11, Acrobatics +14, Stealth +9 [B]Damage Resistances [/B]acid; bludgeoning, piercing, and slashing that is nonmagical. [B]Damage Immunities[/B] poison [B]Condition Immunities [/B]exhaustion, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, unconscious [B]Senses[/B] darkvision 120 ft., passive Perception 11 [B]Languages[/B] Aquan, Primordial [B]Challenge[/B] 16 (15,000 XP) [B]Proficiency Bonus[/B] +5 [IMG alt="1599319096968.png"]https://www.enworld.org/attachments/1599319096968-png.125623/[/IMG] [B][I]Elemental Attacks.[/I][/B] The primal elemental’s attacks are treated as magical weapons. [B][I]Elemental Resistance (2/short rest).[/I][/B] If the elemental fails a saving throw, it can use a reaction to re-roll the saving throw. [I][B]Freeze.[/B][/I] If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. [B][I]Water Form.[/I][/B] 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. [B][I]Magic Resistance. [/I][/B]The elemental has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the elemental has disadvantage on the attack roll. . [B][U]ACTIONS[/U] [I]Multiattack.[/I][/B] The elemental makes three attacks, any combination of slam and water jet attacks. [B][I]Slam. [/I][/B][I]Melee Weapon Attack:[/I] +11 to hit, reach 15 ft., one target. [I]Hit:[/I] 24 (4d8 + 6) bludgeoning damage and if the target is Large or smaller it must make a DC 19 Strength saving throw or be grappled. At the end of the grappled creature's turn, it suffers the effects of the elemental's whelm attack until the grapple ends (escape DC 19). [B][I]Water Jet.[/I][/B] [I]Ranged Weapon Attack:[/I] +9 to hit, range 60 ft., one target. [I]Hit:[/I] 20 (4d6+6) bludgeoning damage and the target must succeed on a DC 16 Strength saving throw or be pushed 15 feet. [I][B]Whelm (Recharge 4–6).[/B][/I] Each creature in the elemental's space must make a DC 19 Strength saving throw. On a failure, a target takes 24 (4d8 + 6) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 19). 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 24 (4d8 + 6) 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 16 Strength and succeeding. [B][I]Innate Spellcasting.[/I][/B] The elemental’s spell casting ability is Wisdom (spell save DC 14, +6 to hit with attack spells). It can innately cast the following spells, requiring no components: At will: control water[I], create or destroy water[/I] 3/day each: [I]tidal wave, wall of water[/I] 1/day each: [I]watery sphere[/I] [B][I]Summon Elementals (1/day).[/I][/B] The elemental summons 1d8 water elementals or 1d4 elder water elementals to unoccupied spaces within 120 feet of the elemental. [B][U]BONUS ACTIONS[/U] [I]Quick Casting (2/short rest). [/I][/B]The elemental can cast an at-will spell. [B][U]REACTIONS[/U] [I]Fling.[/I][/B] If a Medium or smaller creature ends its turn grappled by the elemental, the elemental throws the creature up to 40 feet in a direction of its choosing. The target must make a DC 19 Dexterity saving throw or take 3 (1d6) bludgeoning damage for every 10 feet it was thrown and knocked prone on a failure, or half as much damage one a success. If the target is thrown at another creature, that creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone. [/QUOTE]
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