Water Elemental
Large Elemental, Neutral
AC 14 Initiative +2 (12)
HP 114 (12d10 + 48)
Speed 30 ft., Swim 90 ft.
| Ability (Score) | Modifier | Save |
|---|---|---|
| Str 18 | +4 | +4 |
| Dex 14 | +2 | +2 |
| Con 18 | +4 | +4 |
| Int 5 | −3 | −3 |
| Wis 10 | +0 | +0 |
| Cha 8 | −1 | −1 |
Resistances Acid, Fire
Immunities Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft.; Passive Perception 10
Languages Primordial (Aquan)
CR 5 (XP 1,800; PB +3)
Traits
Freeze. If the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn.
Water Form. The elemental can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
Actions
Multiattack. The elemental makes two Slam attacks.
Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.
Whelm (Recharge 4-6). Strength Saving Throw: DC 15, each creature in the elemental's space. Failure: 22 (4d8 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Restrained condition, is suffocating unless it can breathe water, and takes 9 (2d8) Bludgeoning damage at the start of each of the elemental's turns. The elemental can grapple one Large creature or up to two Medium or smaller creatures at a time with Whelm. As an action, a creature within 5 feet of the elemental can pull a creature out of it by succeeding on a DC 14 Strength (Athletics) check. Success: Half damage only.
Bible5e Lore
Water Elemental
In the Beginning there was Water. In the book of Genesis, when God creates the world, this new world is not created from nothing. In the cosmology of the ancient world, there was already water. The second day of creation describes not the creation of rivers and seas, but the taming of the roiling waters of chaos into the order of the created world. God does not invent the elements, but rather exerts power over them, molding the realm of elemental chaos into what would become the world as we know it.
Agents of Chaos. These entities of pure energy, called "elementals" are avatars of the Tehom, an infinite ocean of chaos that occupied all of the cosmos before the dawn of creation. On rare occasions, usually due to spontaneous portals or other magical anomalies (such as the casting of a powerful spell), an elemental spirit of chaos enters the world. These elementals are comprised entirely of one of the four primordial elements: earth, wind, fire, and water. An elemental is neither good nor evil, and merely serves as a reminder of the chaotic forces of the cosmos as it exists apart from God's authority.
Mindless Entities. Elementals make very few conscious choices. If an elemental has been summoned by a Mage, it may follow the commands given to it by its summoner. Otherwise, an elemental will act on the whims of the moment, obeying the ebb and flow of the tides of chaos. This makes the behavior of elementals appear very strange to humans, who tend to look for patterns and logic in their dealings with other creatures.
"Let there be a firmament in the midst of the waters, to divide waters from waters."
Genesis 1:6