Water Elemental

5.5e

large elemental, neutral

Challenge 5 (1800 XP)

STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)

Defense

Armor Class 14 (natural armor)
Hit Points 114 (12d10+48)
Speed 30 ft., swim 90 ft.

Proficiencies & Senses

Languages Aquan
Darkvision 60 ft.
Passive Perception 10

Traits

Damage Resistances Acid, Fire
Damage Immunities Poison
Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Traits

Freeze

If the monster takes Cold damage, its Speed decreases by 20 feet until the end of its next turn.

Water Form

The monster 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 monster makes two Slam attacks.

Slam

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.

Whelm

Strength Saving Throw: DC 15, each creature in the monster's space. Failure: 22 (4d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). Until the grapple ends, the target has the Restrained condition, is suffocating unless it can breathe water, and takes 9 (2d8) bludgeoning damage at the start of each of the monster's turns. The monster can grapple one Large creature or up to two Medium or smaller creatures at a time with Whelm. As an action, a creature within 5 feet of the monster can pull a creature out of it by succeeding on a DC 15 Strength (Athletics) check. Success: Half damage only.

Reference Text

A large, humanoid-shaped water elemental with a swirling, translucent body, depicted in a coastal or underwater environment, with waves and foam forming its limbs and torso.