Water Elemental

Elemental, Water

Large elemental, neutral

5
Challenge Rating
1800 XP

The Water Elemental emerges as a primordial force of nature, embodying the fluidity and power of water itself. This elemental creature is an embodiment of the elemental plane of water, taking form as a swirling mass of roiling water that moves with an almost sentient grace.

The Water Elemental appears as a massive, amorphous entity composed entirely of water. Its form constantly shifts and flows, allowing it to adapt and navigate effortlessly through aquatic environments or reshape its body to fit through narrow spaces. Despite its lack of a defined physical structure, the Water Elemental emanates a palpable sense of power and fluid energy.

As a creature of water, the elemental possesses numerous abilities tied to its elemental nature. It can manipulate water, creating powerful currents or tidal waves to engulf its foes. It can unleash jets of water with incredible force, striking targets with both physical impact and the erosive power of rushing water. It can even transform its body into a mist-like form, allowing it to pass through small openings or obscure its presence in a cloud of vapor.

The Water Elemental is most potent in aquatic environments, where it can draw upon the boundless energy of its natural habitat. In such surroundings, its movements become even more fluid and its attacks more devastating. Bodies of water, such as lakes, rivers, or even small ponds, serve as conduits for its power, granting it heightened abilities and an almost supernatural affinity for its element.

Engaging with a Water Elemental requires understanding the nature of water itself. It is immune to most forms of physical attacks, as its watery form simply absorbs and disperses the impact. However, its weakness lies in its vulnerability to cold-based attacks, which can freeze or solidify the water, rendering it temporarily immobilized or even shattering its form entirely.

Encountering a Water Elemental is to come face to face with the raw power and unpredictability of water. Its presence exudes an aura of relentless fluidity, awe-inspiring force, and the relentless power of nature. Engaging with a Water Elemental requires adaptability, knowledge of its vulnerabilities, and the ability to manipulate or counter its aquatic domain. Only the most resourceful and skilled adventurers can hope to navigate the fluid battleground and emerge victorious against this elemental force.

Water Elementals bring a touch of natural majesty, fluid power, and the awe-inspiring presence of elemental forces to the tapestry of the world. They serve as reminders of the boundless power and untamed beauty of water, as well as the eternal dance between the elements. Whether encountered as guardians of underwater realms, embodiments of raging storms at sea, or as the embodiment of liquid fury, Water Elementals add a sense of fluid might, awe-inspiring force, and the relentless power of nature to the realms of adventure and exploration.

Special Abilities

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 ft. until the end of its next turn.

Actions

  • Multiattack: The elemental makes two slam attacks.
  • Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
  • Whelm: Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (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 13 (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 and succeeding.
Armor Class: 14 (natural armor)
Hit Points: 114 (12d10+48)
Speed: 30 ft. (walk), 90 ft. (swim)
str
18
+4
dex
14
+2
con
18
+4
int
5
-3
wis
10
+0
cha
8
-1
Damage Resistances: acid | bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Proficiency Bonus: +3

Senses

  • Passive Perception: 10
  • Darkvision: 60′
Languages: Aquan
Environment: Coastal, Swamp, Underwater

Credits: SRD 5.1