Water Kind: The water elemental monster can enter the Hostile creature’s house and in addition it stops there. It can also transfer through an area as slim as 1 inch large with none squeezing.

Freeze: Suppose, if an elemental takes the chilly harm, then it shall partially freezes; often its velocity has been lowered by 20 ft., till except the tip of its upcoming flip.


Multiattack: The water elemental could make two slam assaults.

Slam: By utilizing this slam this monster could make a Melee Weapon Assault: +7 to hit, attain 5 ft., one goal. Hit: 13 (2d8 + 4) bludgeoning harm.

Whelm (Recharge 4-6): Every of the creature that are within the elemental’s house these should make a DC 15 power saving throw. Nevertheless on a failed save, the goal can take 13 (2d8 + 4) bludgeoning harm. Anyway whether it is giant or else smaller, then additionally it is grappled (escape DC 14). Until till this grapple shall finish, the goal is Restrained and in addition unable to breathe except it may breathe the water. If a saving throw is profitable, then the goal has been pushed out of an elemental’s house.

Normally, the basic can grapple a big creature or else as much as two medium or else smaller creatures at a time. However in the beginning of every of the basic’s  turns, every goal has been grappled by it takes 13 (2d8 + 4) bludgeoning harm. Truly, a creature inside 5 toes of an elemental can pull the creature or an object out of it by taking an motion to make a DC 14 Energy and succeeding.

Attributes Of Water Elemental DnD 5E Monster

AC 14 (Pure Armor)
Alignment Impartial
CON 18
Problem Score 5
Situation Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Susceptible, Restrained, Unconscious
DEX 14
HP 114 (12d10+48)
Immunities Poison
Languages Aquan
Passive Notion 10
Resistances Acid; Bludgeoning, Piercing, and Slashing From Nonmagical Assaults
Roll 0 Slam 1d20 + 7 2d8+4
STR 18
Senses Darkvision 60 Ft.
Measurement Massive
Velocity 30 ft., swim 90 ft.
Kind elemental
WIS 10