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Elemental Water

Traits Actions
6 Immunities: The elemental is immune to Melee Attack: Slam: +6 to hit (reach 5 ft.;
CR disease and poison.It cannot be knocked one creature). Hit:1 8 (4d6 + 4) bludgeoning
SIZE: large
ALIGNMENT: neutral prone, paralyzed, turned to stone, or put damage.
TYPE: elemental to sleep. It does not need to sleep, eat, or Melee Attack: Engulf (Recharge 4-6): +6 to
breathe. hit (reach 5 ft.; one creature).
+4 Hit: 18 (4d6 + 4) bludgeoning damage, and
STR
SENSES: darkvision 60 ft. Formless: The elemental can squeeze through the target must make a DC 1 2 Strength
PASSIVE PERCEPTION: 10
gaps that are at least 1 inch wide. saving throw if it is Large or smaller. Failed
LANGUAGES: Aquan
Save: The target is engulfed. While engulfed,
Freeze: When the elemental takes cold the target is pulled into the elemental’s space
+2 damage, it partially freezes. Until the end of and restrained, and it takes 9 (2d6 + 2)
DEX its next turn, its speed is reduced by 20 feet bludgeoning damage at the start of each of the
and it loses its damage resistance. elemental’s turns until it escapes. The target
can escape by making a DC 1 2 Strength or
Damage Resistance: The elemental is Dexterity check as part of its movement. On a
+2 resistant to acid and to nonmagical weapons. success, the target is no longer restrained and
CON can complete its movement.

A creature next to the elemental can pull a


-3 creature or object out of it with a DC 1 2
INT
Strength check as an action.

The elemental can engulfup to one Large


30 ft. creature or up to four Medium or smaller
0 creatures at a time.
WIS SPEED
When the elemental moves, any creatures it
has engulfed automatically move with it.
0 60 12
EXPERIENCE POINTS: 870
CHA HIT POINTS ARMOUR

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