Bestiary · Elemental

PR 5

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.

Water Elemental, drawn at Large scale
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.