D&D 5e monster · SRD 5.2
Water Elemental
Large Elemental, Neutral
- Armor Class
- 14
- Hit Points
- 114 (12d10+48)
- Speed
- 30 ft., swim 90 ft.
- Initiative
- +2
- Challenge
- 5 (1800 XP)
- Proficiency Bonus
- +3
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18+4 | 14+2 | 18+4 | 5-3 | 10+0 | 8-1 |
- Resistances:
- acid, fire
- Damage Immunities:
- poison
- Condition Immunities:
- exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses:
- darkvision 60 ft., Passive Perception 10
Traits
Freeze. If the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn.
Water Form. The elemental can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
Actions
Multiattack. The creature makes 2 attacks.
Slam. Melee Attack Roll: +7, reach 5 ft.. Hit: 2d8+4 bludgeoning damage, or prone.
Whelm (Recharge 4–6). Strength Saving Throw: DC 15. Failure: 4d8+4 bludgeoning damage and the grappled condition; Success: half damage.