Image promptwater elemental, large humanoid column of surging translucent blue-green water rising into a cresting wave, suggestion of a face, heavy fists of foam and current, silt and drowned flotsam swirling inside, a faint rime of forming ice at one edge, rearing from a storm-lashed flooded ruin, cascading sheets of water, desaturated teal and slate blue, white foam, dim stormy light, glistening translucence, towering menace, dark fantasy, grimdark, painterly digital art, dramatic chiaroscuro lighting, muted desaturated palette with corrupted-crimson accents, weathered post-Cataclysm atmosphere, intricate high detail, cinematic composition

Water Elemental

Large Elemental, Neutral
CR 5SoldierElemental Plane
AC 14
Initiative +2 (12)
HP 114 (12d10 + 48)
Speed 30 ft., Swim 90 ft.
STR
18
+4
save +4
DEX
14
+2
save +2
CON
18
+4
save +4
INT
5
−3
save −3
WIS
10
+0
save +0
CHA
8
−1
save −1
Resistances Acid, Fire
Immunities Poison; Exhaustion, Grappled, Paralyzed,
Senses Darkvision 60 ft.; Passive Perception 10
Languages Primordial (Aquan)

Traits

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

Water Form. The elemental 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 elemental makes two Slam attacks.

Slam. Melee Attack Roll: Hit: +7, reach 5 ft. 13 (2d8

  • 4) Bludgeoning damage. If the target is a Medium or

smaller creature, it has the Prone condition. Whelm (Recharge 4–6). Strength Saving Throw: DC 15, Failure: each creature in the elemental’s space. 22 (4d8

  • 4) Bludgeoning damage. If the target is a Large or

smaller creature, it has the Grappled condition (escape

DC 14). 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 elemental’s turns. The elemental 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 elemental can pull a creature out of it by succeeding on a DC 14 Strength Success: (Athletics) check. Half damage only. Werebear Werebear