Water Elemental

Large / elemental / Neutral / CR 5

Armor Class14
Hit Points114 (12d10 + 48)
Speed30 ft, swim 90 ft
Challenge5
Proficiency+3
STR18+4
DEX14+2
CON18+4
INT5-3
WIS10+0
CHA8-1
Senses

Darkvision 60 ft

Languages

Aquan

Damage resistances

Acid, Bludgeoning, Piercing, Slashing

Damage immunities

Poison

Condition immunities

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

Traits

Freeze

Special

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{Squeezing}.

Actions

Multiattack

Action

The elemental makes two slam attacks.

Slam

Action

+7 to hit, range 5 ft. Hit: 13 (2d8 + 4) bludgeoning damage.

Whelm

Action

Each creature in the Water Elemental's space must make a saving throw. On a failure, a target takes 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 suffocating{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 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 check and succeeding.