Kryx RPGThemesMonsters

Large Water Elemental

Large elemental
Challenge
5 (1,800 XP)

STR
5
DEX
2
CON
3
INT
−2
WIS
0
CHA
1

102
12d10+36
14
Soak
1
Fort
+3
Ref
+3
Will
+0
Defense note natural armor
Damage resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities poison
Condition immunities burning, exhausted, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Speed 9 m., swim 25 m.
Senses darkvision 18 m., passive Perception 10
Skills Primal +3
Languages Aquan

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 6 meters until the end of its next turn.

Maneuvers. The large water elemental uses maneuvers (maneuver save DC 16). It has 7 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice (rounded up) when it finishes a short rest, and knows the following maneuvers:

1 stamina die: bonecrush, debilitating crush, disorient, glancing blow, hammer through, hammering blow, knockback, spring attack

2 stamina dice: tremoring strike

Spellcasting. The large water elemental is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest, and knows the following spells:

Cantrips (at will): hydraulic push, shape water

1 mana: create/destroy/purify water, desiccate, ebb and flow, fog cloud, locate water, slick skin, tidal breaker, tidal surge, tidal wave, water jet, water whip, wave shield

Water Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 2.5 centimeters wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 1.5 m. Hit: 14 (2d8 + 5) bludgeoning damage.

Coastal, Swamp, Underwatersrd