Planeshift Tarkir
Invisible in Water. The elemental is invisible while fully immersed in water.
Water Bound. The elemental dies if it leaves the water to which it is bound or if that water is destroyed.
Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 14) and pulled 5 feet toward the elemental. Until this grapple ends, the target is restrained, the elemental tries to drown it, and the elemental can't constrict another target.
Storm Breath (Recharge 5–6). The elemental exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Environments. Swamp, Underwater