Water Elemental
Large Elemental, neutral
1,800 XP
Special Abilities
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 partially freezes; its speed is reduced by 20 ft. until the end of its next turn.
Actions
Multiattack
The elemental makes two slam attacks.
Slam
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Whelm (Recharge 4-6)
Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). 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 Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) 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 14 Strength and succeeding.
Quick Reference
Running This Encounter
Water Elementals are versatile opponents that leverage their aquatic nature to control the battlefield. Their high swim speed and water-based abilities make them challenging in aquatic or partially flooded environments. Consider using terrain features like currents, whirlpools, or confined water passages to maximize their advantages. Multiple elementals can be used to surround and overwhelm unprepared parties.
Combat Tactics
Water Elementals prioritize targets that cannot swim effectively, attempting to drag foes underwater or into deeper water using their Whelm ability. They use their mobility to keep ranged attackers at bay while closing distance with melee combatants, favoring hit-and-run tactics in water. Expect them to avoid leaving the water unless absolutely necessary.
Environment & Setting
Water Elementals are ideally encountered in lakes, rivers, coastal areas, or underground flooded caverns where they have room to maneuver. Partially submerged dungeons, water-filled chasms, and natural springs provide excellent tactical advantages. Air-filled locations significantly limit their effectiveness.