Water Elemental
Water elementals form on ocean worlds and in flooded holds wherever enough water has been left alone with enough current. They fight by engulfing and drowning.
- Physiology
- Elemental
- Size
- Large
- Speed
- 30 ft., swim 90 ft.
- Armor class
- 15
- Hit points
- 95 (10d10 + 40)
- Proficiency
- +3
- STR 19 +4 save +4
- DEX 14 +2 save +2
- CON 19 +4 save +7
- INT 5 -3 save -3
- WIS 10 +0 save +0
- CHA 8 -1 save -1
- Passive Perception
- 10
- Senses
- darkvision 60 ft.
- Languages
- Primordial
- Damage resistances
- acid, bludgeoning, piercing, slashing
- Damage immunities
- poison
- Condition immunities
- grappled , prone , restrained , exhausted , poisoned , unconscious
- Found in
- Open Ocean , Derelict Hull
Traits
-
Fluid Body
Moves through any opening at least one inch wide without squeezing.
-
Freeze
Cold damage reduces its speed by 20 feet until the end of its next turn.
Actions
-
Slam
+7 to hit · reach 10 ft.
2d8 + 4 bludgeoning damage
Two attacks.
-
Engulf
DC 15 Strength save
One Large or smaller creature within 5 feet is Restrained and unable to breathe on a failed save, taking 2d6 bludgeoning damage at the start of each of the elemental's turns.
-
Close Over Reaction
DC 15 Strength save
When a creature within 10 feet hits the water elemental with a weapon, the attacker makes a Strength saving throw. On a failure the weapon is held inside the elemental until the attacker or an ally spends an action to pull it out.