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  3. Water Elemental
  4. Source:5th Edition SRD

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Traits

Water Form: The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze: If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.

Actions

Multiattack: The elemental makes two slam attacks.

Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Whelm (Recharge 4-6): Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

Show Attribute List

AC

14 (Natural Armor)

Alignment

Neutral

CHA

8

CON

18

Condition Immunities

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

DEX

14

HP

114 (12d10+48)

INT

5

Immunities

Poison

Languages

Aquan

Passive Perception

10

Resistances

Acid; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks

Roll 0

Slam1d20 + 72d8+4

STR

18

Senses

Darkvision 60 Ft.

Size

Large

Speed

30 ft., swim 90 ft.

Type

elemental

WIS

10

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CON
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INT
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WIS
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Actions

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Reactions

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Legendary Actions

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{{Name}} can take {{data-LANum}} legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. {{Name}} regains spent legendary actions at the start of their turn.

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Mythic Actions

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","attributes":{"n":"Water Elemental","c":{"Size":"Large","Type":"elemental","Alignment":"Neutral","HP":"114 (12d10+48)","AC":"14 (Natural Armor)","Speed":"30 ft., swim 90 ft.","Challenge Rating":"5","data-XP":"1,800","STR":"18","data-STR-mod":"+4","DEX":"14","data-DEX-mod":"+2","CON":"18","data-CON-mod":"+4","INT":"5","data-INT-mod":"-3","WIS":"10","data-WIS-mod":"+0","CHA":"8","data-CHA-mod":"-1","Saving Throws":"—","Skills":"—","Vulnerabilities":"—","Damage Vulnerabilities":"—","Resistances":"Acid; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","Immunities":"Poison","Condition Immunities":"Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious","Passive Perception":"10","Senses":"Darkvision 60 Ft.","Languages":"Aquan","data-Traits":"[{\"Name\":\"Water Form\",\"Desc\":\"The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.\"},{\"Name\":\"Freeze\",\"Desc\":\"If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The elemental makes two slam attacks.\"},{\"Name\":\"Slam\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 4\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Whelm (Recharge 4-6)\",\"Desc\":\"Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.\"}]","Roll 0":"Slam\n1d20 + 7\n2d8+4","Roll 1":"—","Roll 2":"—","Roll 3":"—","Roll 4":"—","data-Reactions":"—","data-Legendary Actions":"—","data-LANum":"—","Legendary Roll 0":"—","data-MAdesc":"—","data-Mythic Actions":"—","expansion":0}}};if(!$('style').length) {$('head').append('

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