Water Elemental Species in KELLDORIA (DRAGON REALMS) | World Anvil
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Water Elemental

Water Elemental

 

A Water Elemental is a cresting wave that rolls across the ground,becoming nearly invisible as 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.

Basic Information

Anatomy

The Water Elemental is a mass of water like a cresting wave in a basic Humanoid shape

Dietary Needs and Habits

Elemental Nature

  The Water Elemental doesn't require Air,Food,Drink or Sleep

Additional Information

Perception and Sensory Capabilities

Darkvision 60ft & Passive Perception 10

Civilization and Culture

Major Language Groups and Dialects

  • Aquan  (Elemental Water)
A Water Elemental by dndbeyond
Genetic Ancestor(s)
Genetic Descendants
Origin/Ancestry
Elemental
A Water Elemental at Sea by deviantart


Cover image: A Water Elemental by dndbeyond

WATER ELEMENTAL CR: 5 (1,800XP)

Large elemental, neutral
Armor Class: 14 (Natural Armour)
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,Bludgeoning,Piercing and Slashing from Non-Magical Attacks
Damage Immunities: Poison
Condition Immunities: Exhaustion,Grappled,Paralyzed,Petrified,Poisoned,Prone,Restrained and Unconscious
Senses: Darkvision 60ft & Passive Perception 10
Languages: Aquan (Elemental Water)
Challenge Rating: 5 (1,800XP)

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 5FT, ONE TARGET. HIT: 13 (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 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 WITH THIS ABILITY. AT THE START OF EACH OF THE ELEMENTAL’S TURNS, EACH GRAPPLED TARGET TAKES 13 (2D8+4) BLUDGEONING DAMAGE. AS AN ACTION, A CREATURE WITHIN 5 FEET OF THE ELEMENTAL CAN PULL A CREATURE OR AN OUT OF IT BY SUCEEDING ON A DC 14 STRENGTH CHECK.

Comments

Author's Notes

Original Article written for D&D Monster Manual 5e by Wizards of the Coast (WotC)


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