Elemental, Water (Elder)

Family: Elementals

Huge elemental, neutral

Armor Class 16
Hit Points 225 (18d12 + 108)
Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 22 (+6) 9 (-1) 14 (+2) 8 (-1)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 12
Languages Aquan
Challenge 13 (10,000 XP)

Special Traits

  • 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.
  • Freeze. If the elemental takes cold damage, it becomes partially frozen until the end of its next turn; while partially frozen, its speed is reduced by 20 feet.

Actions

  • Multiattack. The elemental makes two Slam attacks.
  • Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
  • Whelm (recharge 4-6). Each creature in the elemental’s space must make a DC 17 Strength saving throw. On a failure, a target takes 22 (3d10 + 6) bludgeoning damage. If it is Huge or smaller, it is also grappled (escape DC 16). 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, up to two Large, or up to four Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each creature grappled by it takes 22 (3d10 +6) 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 16 Strength check and succeeding.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene