+2
Darkvision 60 ft
Aquan
Acid, Bludgeoning, Piercing, Slashing From Attacks That Aren'T Magical
Poison
Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious, Exhaustion
Traits
Freeze
If the water elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Water Form
The water 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.
Actions
Multiattack
The elemental makes two slam attacks.
Slam
Melee Weapon Attack: +7 to hit, reach 5 ft.. Hit: 13 (2d8 + 4) bludgeoning damage.
Whelm
Recharge 4–6. Each creature in the water elemental's space must make a DC 14 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 water elemental's space.The water elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the water elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the water elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.