Water Elemental Species in Faerûn | World Anvil
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Water Elemental

A water elemental is a cresting wave that rolls across the ground, becoming nearly invisible at it courses through a larger body of water. It engulfs creatures that stand against it, filling their mouths and lungs as easily as it smothers flame.   Water elemental myrmidons are water elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators.    

Lesser Water Elemental CR: 2 (450 XP)

Medium elemental, neutral
Armor Class: 14
Hit Points: 52 (7d8 + 21)
Speed: 30 ft , swim: 60 ft

STR

15 +2

DEX

12 +1

CON

16 +3

INT

5 -3

WIS

10 +0

CHA

4 -3

Damage Resistances: Acid, as well as Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Poison
Condition Immunities: Exhausted, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 feet, Passive Perception 10
Languages: Aquan
Challenge Rating: 2 (450 XP)

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 feet until the end of its next turn.

Actions

Multiattack. The elemental makes two slam attacks.   Slam. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 1d8 + 2 bludgeoning damage.

   

Water Elemental CR: 5 (1,800 XP)

Large elemental, neutral
Armor Class: 14
Hit Points: 114 (12d10 + 48)
Speed: 30 ft , swim: 90 ft

STR

18 +4

DEX

14 +2

CON

18 +4

INT

5 -3

WIS

10 +0

CHA

8 -1

Damage Resistances: Acid, as well as Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Poison
Condition Immunities: Exhausted, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 feet, Passive Perception 10
Languages: Aquan
Challenge Rating: 5 (1,800 XP)

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 feet until the end of its next turn.

Actions

Multiattack. The elemental makes two slam attacks.   Slam. Melee Weapon Attack: +7 to hit, reach 5 feet, one target. Hit: 2d8 + 4 bludgeoning damage.   Whelm (Recharge 4-6). Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 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 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 (Athletics) check and succeeding.

   

Water Elemental Myrmidon CR: 7 (2,900 XP)

Medium elemental, neutral
Armor Class: 18 (plate armor)
Hit Points: 127 (17d8 + 51)
Speed: 40 ft , swim: 40 ft

STR

18 +4

DEX

14 +2

CON

16 +3

INT

8 -1

WIS

10 +0

CHA

10 +0

Damage Resistances: Acid, as well as Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Poison
Condition Immunities: Paralyzed, Petrified, Poisoned, Prone
Senses: Darkvision 60 feet, Passive Perception 10
Languages: Aquan, one language of its creator’s choice
Challenge Rating: 7 (2,900 XP)

Magic Weapons. The myrmidon’s weapon attacks are magical.

Actions

Multiattack. The myrmidon makes three trident attacks.   Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 feet or range 20/60 feet, one target. Hit: 1d6 + 4 piercing damage, or 1d8 + 4 piercing damage if used with two hands to make a melee attack.   Freezing Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 1d10 cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon’s next turn.

   

Greater Water Elemental CR: 9 (5,000 XP)

Huge elemental, neutral
Armor Class: 14
Hit Points: 161 (14d12 + 70)
Speed: 30 ft , swim: 90 ft

STR

20 +5

DEX

14 +2

CON

20 +5

INT

6 -2

WIS

11 +0

CHA

8 -1

Damage Resistances: Acid, as well as Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Poison
Condition Immunities: Exhausted, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 feet, Passive Perception 10
Languages: Aquan
Challenge Rating: 9 (5,000 XP)

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 feet until the end of its next turn.

Actions

Multiattack. The elemental makes three slam attacks.   Slam. Melee Weapon Attack: +9 to hit, reach 5 feet, one target. Hit: 3d8 + 5 bludgeoning damage.   Whelm (Recharge 4-6). Each creature in the elemental’s space must make a DC 17 Strength saving throw. On a failure, a target takes 3d8 + 5 bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 17). 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 3d8 + 5 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 (Athletics) check and succeeding.

Genetic Ancestor(s)
Lifespan
Immortal
Average Height
30 feet
Average Weight
12,000 pounds

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