Water Type: The water elemental monster can enter the Hostile creature’s area and in addition it stops there. It can also transfer by way of an area as slender as 1 inch large with none squeezing.
Freeze: Suppose, if an elemental takes the chilly injury, then it shall partially freezes; often its pace has been diminished by 20 ft., till until the top 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 injury.
Whelm (Recharge 4-6): Every of the creature that are within the elemental’s area these should make a DC 15 power saving throw. Nonetheless on a failed save, the goal can take 13 (2d8 + 4) bludgeoning injury. Anyway whether it is giant or else smaller, then it is usually grappled (escape DC 14). Until till this grapple shall finish, the goal is Restrained and in addition unable to breathe until it may possibly breathe the water. If a saving throw is profitable, then the goal has been pushed out of an elemental’s area.
Often, the fundamental can grapple a big creature or else as much as two medium or else smaller creatures at a time. However firstly of every of the fundamental’s turns, every goal has been grappled by it takes 13 (2d8 + 4) bludgeoning injury. Really, 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)|
|Situation Immunities||Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Susceptible, Restrained, Unconscious|
|Resistances||Acid; Bludgeoning, Piercing, and Slashing From Nonmagical Assaults|
|Roll 0||Slam 1d20 + 7 2d8+4|
|Senses||Darkvision 60 Ft.|
|Velocity||30 ft., swim 90 ft.|