Water Elemental
If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.
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.
Actions
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.
Elementals
Appropriately named, the term elementals generally refers to any creature hailing from the elemental planes. When creatures are simply named after an element, these are the more basic life forms that exist on the elemental planes. These creatures are little more than an animate mass of water, earth, fire, or air. They do not coexist save for when on the material plane, as they all thrive in the plane named for their respective element.
But the elemental planes aren’t lacking a more sophisticated civilization or people. Among the animate masses of elements lie different groups of genies. These genies have their own biological forms, and different genies come from each of the planes, infused with their unique elemental energies.
Other elemental creatures include azers, invisible stalkers, and water weirds.
Water Elemental
Not yet described
Known Relationships
Enemies
Duplication and Templates
Want to make a new design starting from 'Water Elemental'? Want to apply a template?