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Large Water Elemental ~ CR 5

This translucent creature’s shape shifts between a spinning column of water and a crashing wave.

There exist 4 variants: Small Water ElementalsMedium Water ElementalsGreater Water Elementals, and Elder Water Elementals.

Environment: Any (Plane of Water)

Organization: 1-8


Proficiency Score: +6

Large; Neutral/Neutral; aquatic, outsider


Armor Class: 18 (+0 Dex, +3 Natural, -1 Size, +6 Proficiency)

Hit Points: 104 (8d10+24)

Speed: Land 20 feet, Swim 100 feet

Initiative: +0


STRDEXCONINTWISCHA
18 (+4)10 (+0)17 (+3)6 (-2)11 (+0)11 (+0)

Saves:

  • Fortitude +9
  • Reflex +6
  • Will +0

Skills:

  • Acrobatics +6
  • Athletics +10
  • Lore (Pane of Water) +4
  • Perception +6
  • Stealth +6

Immunities:

  • Effects with the cold, poison tags
  • Critical Damage, Persistent Damage, Precision Damage
  • Asleep, Paralyzed, Stunned conditions

Resistances:

  • 5 against all damage

Weaknesses:

  • Effects with the fire tags

Senses: Passive Perception 16; Dark Vision 60 feet

Languages: Aquan


Actions

Slam. Melee Strike +10/5/0 (reach 10 feet, unarmed) with 4d6+4 bludgeoning damage.

Vortex. As a Triple Action, a Large Water Elemental can spin rapidly as it moves up to twice its speed. During this movement, it can pass through any occupied area. A creature’s space that it moves through while using Vortex must make a DC 19 Save or take 4d6+4 bludgeoning damage. On a critical failure, a creature takes double damage and is picked up in the Large Water Elemental to be carried within it to the end of its movement, where it is then dropped.