Water Elementalist

Medium humanoid, any

Armor Class 17 (water shields)
Hit Points 97 (13d8 + 39)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 16 (+3) 15 (+2) 12 (+1) 11 (+0)

Saving Throws Dex +7, Int +6
Skills Arcana +6, Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages Aquan, Common
Challenge 9 (5,000 XP)
Proficiency Bonus +4

SPECIAL TRAITS

  • Amphibious. The elementalist can breathe air and water.
  • Elemental Conduit. Whenever the elementalist takes an action, it may take that action as if it were in the space of a willing elemental creature of the elementalist’s choice. To do so, the elementalist must be within 60 feet of the chosen elemental and be able to see it, and the chosen elemental must be native to the water plane.
  • Liquid Form. Whenever the elementalist is dealt bludgeoning, piercing, or slashing damage, unless it’s incapacitated, its body instinctively becomes like water, granting it resistance to bludgeoning, piercing, and slashing damage until the start of its next turn (including against the triggering source).
  • Water Walk. The elementalist can walk across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground.

ACTIONS

  • Multiattack. The elementalist uses Geyser, which it can replace with a use of Forceful Wave or Spellcasting. It then makes two Water Jet attacks.
  • Water Jet. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 17 (5d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be blinded until the start of the elementalist’s next turn.
  • Geyser. The elementalist causes a geyser of water to shoot up into the air at a point that it can see within 60 feet of it. Until the start of the elementalist’s next turn, a 10-foot-radius, 30-foot-high cylinder of water shoots into the air there. When the cylinder appears, each creature in it must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cylinder. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failure, a creature is pushed into the nearest unoccupied space at the top of the cylinder and is held aloft there until the effect ends. While held aloft by the cylinder, a creature is restrained. When the effect ends, the cylinder of water vanishes and any creature held aloft by it falls.
  • Forceful Wave (Recharge 4-6). The elementalist sends out a wave of water in a 30-foot-line line that’s up to 20 feet wide. Each creature caught in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 19 (3d12) bludgeoning damage, is pushed 15 feet in a straight line away from the elementalist, and is knocked prone. On a success, a creature takes half as much damage and suffers no further effect.
  • Spellcasting. The elementalist casts one of the following spells, using Constitution as the spellcasting ability (spell save DC 15):
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