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<blockquote data-quote="dave2008" data-source="post: 8083055" data-attributes="member: 83242"><p><strong><span style="font-size: 22px">Primal Water Elemental</span></strong></p><p><em>Elite Gargantuan elemental, neutral</em></p><p>[ATTACH=full]125723[/ATTACH]</p><p><strong>Armor Class</strong> 15</p><p><strong>Hit Points</strong> 702 ((22d20 + 120)x2; bloodied 351)</p><p><strong>Speed</strong> 60 ft., swim 140 ft. <strong>Proficiency Bonus</strong> +6</p><p>[ATTACH=full]125724[/ATTACH]</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>24 (+7)</td><td>20 (+5)</td><td>22 (+6)</td><td>16 (+3)</td><td>18 (+4)</td><td>15 (+2)</td></tr></table><p>[ATTACH=full]125725[/ATTACH]</p><p><strong>Savings Throws</strong> Str +13, Dex +11, Con +12, Wis +9</p><p><strong>Skills</strong> Athletics +13, Acrobatics +17, Stealth +11</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 180 ft., passive Perception 13</p><p><strong>Languages</strong> Aquan, Primordial</p><p><strong>Challenge</strong> 18 (40,000 elite XP)</p><p>[ATTACH=full]125726[/ATTACH]</p><p><strong><em>Colossal. </em></strong> The elemental's space is 30 feet by 30 feet,</p><p></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><em>Primal Wave (Elite Trait, recharges after a short or long rest). </em></strong>If the elemental is bloodied, all conditions and effects the elemental is suffering end for it, all of its abilities recharge, it can use its elite actions, and it immediately uses its Slippery Escape elite action.</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> +13 to hit, reach 20 ft., one target. <em>Hit:</em> 29 (5d8 + 7) bludgeoning damage and if the target is Huge or smaller it must make a DC 21 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 21).</p><p></p><p><strong><em>Water Jet.</em></strong> <em>Ranged Weapon Attack:</em> +9 to hit, range 90 ft., one target. <em>Hit:</em> 24 (5d6+7) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be pushed 20 feet.</p><p></p><p><em><strong>Whelm (Recharge 4–6).</strong></em> Each creature in the elemental's space must make a DC 21 Strength saving throw. On a failure, a target takes 29 (5d8 + 7) bludgeoning damage. If it is Gargantuan or smaller, it is also grappled (escape DC 21). 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 Gargantuan creature or two Huge creatures or four Large creatures or up to eight Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 29 (5d8 + 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 17 Strength and succeeding.</p><p></p><p><strong><em>Innate Spellcasting.</em></strong> The elemental’s spell casting ability is Wisdom (spell save DC 18, +10 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, tidal wave</em></p><p>3/day each: <em>wall of water, watery sphere</em></p><p>1/day each: tsunami</p><p></p><p><strong><em>Summon Elementals (1/day).</em></strong> The elemental summons 2d8 water elementals or 1d8 elder water elementals or 1 ancient water elemental to unoccupied spaces within 180 feet of the elemental.</p><p></p><p><strong><u>LEGENDARY ACTIONS</u></strong></p><p>The elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The elemental can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.</p><p></p><p><strong>Slippery Escape. </strong>The elemental can move up to half it speed without provoking opportunity attacks during this movement.</p><p><strong>Attack (Cost 2 Actions). </strong>The elemental can make a slam or water jet attack.</p><p><strong>Fling (Cost 2 Actions).</strong> The elemental throws a Large or smaller creature it is grappling up to 50 feet in a direction of its choosing. The target must make a DC 21 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 21 Dexterity saving throw or take the same damage and be knocked prone.</p><p><strong>Quick Casting (Cost 2 Actions). </strong>The elemental can cast an at-will spell.</p><p></p><p><strong><u>MYTHIC ACTIONS</u></strong></p><p>If the elemental's elite trait is active, it can use the options below as legendary actions for 1 hour after using Primal Wave.</p><p></p><p><strong>Tidal Wave. </strong>The elemental cast the spell<em> tidal wave</em>.</p><p><strong>Flood (Costs 3 Actions). </strong>The elemental increases its size to 90 feet by 90 until the end of its next turn and its whelm action recharges.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8083055, member: 83242"] [B][SIZE=6]Primal Water Elemental[/SIZE][/B] [I]Elite Gargantuan elemental, neutral[/I] [ATTACH type="full" alt="1599475578279.png"]125723[/ATTACH] [B]Armor Class[/B] 15 [B]Hit Points[/B] 702 ((22d20 + 120)x2; bloodied 351) [B]Speed[/B] 60 ft., swim 140 ft. [B]Proficiency Bonus[/B] +6 [ATTACH type="full" alt="1599475580360.png"]125724[/ATTACH] [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]24 (+7)[/TD] [TD]20 (+5)[/TD] [TD]22 (+6)[/TD] [TD]16 (+3)[/TD] [TD]18 (+4)[/TD] [TD]15 (+2)[/TD] [/TR] [/TABLE] [ATTACH type="full" alt="1599475581574.png"]125725[/ATTACH] [B]Savings Throws[/B] Str +13, Dex +11, Con +12, Wis +9 [B]Skills[/B] Athletics +13, Acrobatics +17, Stealth +11 [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 180 ft., passive Perception 13 [B]Languages[/B] Aquan, Primordial [B]Challenge[/B] 18 (40,000 elite XP) [ATTACH type="full" alt="1599475582898.png"]125726[/ATTACH] [B][I]Colossal. [/I][/B] The elemental's space is 30 feet by 30 feet, [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][I]Primal Wave (Elite Trait, recharges after a short or long rest). [/I][/B]If the elemental is bloodied, all conditions and effects the elemental is suffering end for it, all of its abilities recharge, it can use its elite actions, and it immediately uses its Slippery Escape elite action. [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] +13 to hit, reach 20 ft., one target. [I]Hit:[/I] 29 (5d8 + 7) bludgeoning damage and if the target is Huge or smaller it must make a DC 21 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 21). [B][I]Water Jet.[/I][/B] [I]Ranged Weapon Attack:[/I] +9 to hit, range 90 ft., one target. [I]Hit:[/I] 24 (5d6+7) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be pushed 20 feet. [I][B]Whelm (Recharge 4–6).[/B][/I] Each creature in the elemental's space must make a DC 21 Strength saving throw. On a failure, a target takes 29 (5d8 + 7) bludgeoning damage. If it is Gargantuan or smaller, it is also grappled (escape DC 21). 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 Gargantuan creature or two Huge creatures or four Large creatures or up to eight Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 29 (5d8 + 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 17 Strength and succeeding. [B][I]Innate Spellcasting.[/I][/B] The elemental’s spell casting ability is Wisdom (spell save DC 18, +10 to hit with attack spells). It can innately cast the following spells, requiring no components: At will: control water[I], create or destroy water, tidal wave[/I] 3/day each: [I]wall of water, watery sphere[/I] 1/day each: tsunami [B][I]Summon Elementals (1/day).[/I][/B] The elemental summons 2d8 water elementals or 1d8 elder water elementals or 1 ancient water elemental to unoccupied spaces within 180 feet of the elemental. [B][U]LEGENDARY ACTIONS[/U][/B] The elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The elemental can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn. [B]Slippery Escape. [/B]The elemental can move up to half it speed without provoking opportunity attacks during this movement. [B]Attack (Cost 2 Actions). [/B]The elemental can make a slam or water jet attack. [B]Fling (Cost 2 Actions).[/B] The elemental throws a Large or smaller creature it is grappling up to 50 feet in a direction of its choosing. The target must make a DC 21 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 21 Dexterity saving throw or take the same damage and be knocked prone. [B]Quick Casting (Cost 2 Actions). [/B]The elemental can cast an at-will spell. [B][U]MYTHIC ACTIONS[/U][/B] If the elemental's elite trait is active, it can use the options below as legendary actions for 1 hour after using Primal Wave. [B]Tidal Wave. [/B]The elemental cast the spell[I] tidal wave[/I]. [B]Flood (Costs 3 Actions). [/B]The elemental increases its size to 90 feet by 90 until the end of its next turn and its whelm action recharges. [/QUOTE]
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