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Elemental, Ocean

Huge elemental, neutral

Armor Class 16 (natural armor)
Hit Points 320 (20d12 + 80)
Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1)

Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Aquan
Challenge 19 (22,000 XP)

Special Traits

  • Drench. The elemental’s touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic.
  • Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
  • Water Form. 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.
  • Water Mastery. An ocean elemental gains a +2 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –2 penalty on attack and damage rolls.

Actions

  • Multiattack. The elemental uses vortex (either to start or dismiss the whirlpool) then makes three slam attacks.
  • Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage.
  • Vortex. An ocean elemental can create a whirlpool centred on itself in a 20-foot sphere. Creatures smaller than the elemental take 13 (2d8 + 4) bludgeoning damage when caught in the whirlpool and are pulled off their feet in to the swirling water if they fail a DC 18 Dexterity saving throw. Creatures already caught in the vortex at the start of their turn automatically take 13 (2d8 + 4) bludgeoning damage and may attempt another saving throw as an action to free themselves. Creatures with a swim speed have advantage on this saving throw. Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the vortex. They have disadvantage on attack rolls and the ocean elemental has advantage on attack rolls against them, but they can otherwise act normally. However, trapped creatures must make a DC 18 Constitution saving throw to cast spells; if the save fails, the spell is lost without effect. Creatures able to breathe water must save only when casting spells with somatics. The elemental can eject any swept-up creatures whenever it wishes as a bonus action, depositing them in its space. The vortex can only form underwater and cannot move beyond the body of water. If the ocean elemental is within 10 feet of the surface when it creates a vortex, it may choose to blanket the surface of the water with dense fog and spray, as the fog cloud spell.
  • Whelm (Recharge 4-6). Each creature in the elemental’s space must succeed on a DC 18 Strength saving throw. On a failure, a target takes 22 (4d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 18). 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 huge creature or up to two large or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 22 (4d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull out a creature or object out of it by taking an action to make a DC 18 Strength and succeeding.

About

Ocean elementals are patient, relentless creatures made of living fresh or saltwater. They prefer to hide or drag their opponents into the water to gain an advantage. As with other elementals, all ocean elementals have their own unique shapes and appearances. Some appear as wave-like creatures with vaguely humanoid faces and smaller wave “arms” to either side, but many adopt the shape of an aquatic creature, such as a shark or octopus, but made entirely out of water.

Mythic Power. An ocean elemental is infused with legendary power, a manifestation of the power of gods of nature and the elements, or an elder colossus formed of the primal energies and raw matter of creation that has endured through all the ages.

These divinely anointed creatures have maximum hit points for their hit dice to represent their staying power and danger.

Section 15: Copyright Notice
Sea Monsters (5E) © 2021, Legendary Games; Authors Michael Ritter, Michael “solomani” Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.