Water Elemental
large Elemental
- Armor Class: 14 (natural armor)
- Hit Points: 104
- Speed: walk 30 ft. swim 90 ft.- Perception: 13
- Stealth: 12
- Challenge Rating: 5 (1,800 XP)
- Source: Black Flag,
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| +4 |
+2 |
+4 |
-2 |
+0 |
-1 |
- Damage Immunities: acid,Elemental Resilience
- Damage Resistances: Elemental Resilience
- Senses: darkvision 60 ft.
- Languages: Aquan
Special Abilities
- Elemental Nature: The elemental doesn't require air, food, drink, or sleep.
- Elemental Resilience: The elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions.
- Freeze: If the elemental takes cold damage, it partially freezes, and its speed is reduced by 20 feet until the end of its next turn.
- Purify Water: If the water elemental sits in a body of slow-flowing or standing water, such as a spring, small creek, or lake, for at least 1 hour, the water becomes purified and rendered free of poison and disease. In slow-flowing water, this purification fades 1 hour after the elemental leaves the water. In standing water, this purification lasts until a contaminant enters the water while the elemental isn't in it.
- 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 Camouflage: The water elemental's Stealth is 17 while in a Medium or larger body of water.
Actions
- Multiattack: The water elemental makes two Water Tendril or Water Bolt attacks. If both Water Tendril attacks hit one creature, it can use Whelm on the target, if available.
- Water Tendril: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8+4) bludgeoning damage, and the target is grappled (escape DC 15) if it is Large or smaller. The water elemental can have up to three targets grappled at a time.
- Water Bolt: Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 16 (4d6+2) bludgeoning damage.
- Whelm (Recharge 4-6): The water elemental envelops one creature it is grappling, and the grapple ends. While enveloped, the target is restrained, unable to breathe unless it can breathe water, can't be hit by the elemental's Water Tendril, and it takes 9 (2d8) bludgeoning damage at the start of each of the elemental's turns.
When the elemental moves, the enveloped creature moves with it. The elemental can have only one creature enveloped at a time. A creature within 5 feet of the elemental, including the target, can take its action to free the target from the elemental by succeeding on a DC 15 STR check.
Bonus Actions
- Purify Blood (3/Day): The water elemental touches a willing creature that isn't a Construct or Undead. The target is cured of the poisoned condition and of any disease afflicting it.
License
This work contains material from the Black Flag Roleplaying Reference Document v0.2, © Open Design LLC d/b/a Kobold Press. Reserved Material elements in this product include all elements designated as Reserved Material under the ORC License. This product contains no Expressly Designated Licensed Material.
This work is licensed under the ORC License, located at the Library of Congress at TX 9-307-067, and available online at various locations including koboldpress.com/orclicense and others. All warranties are disclaimed as set forth therein.
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