Kryx RPGThemesMonsters

Medium Water Elemental

Medium elemental
Challenge
2 (450 XP)

STR
4
DEX
1
CON
2
INT
−3
WIS
0
CHA
0

52
8d8+16
12
Fort
+2
Ref
+2
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 7.5 m., swim 18 m.
Senses darkvision 18 m., passive Perception 10
Skills Primal +2
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 medium water elemental uses maneuvers (maneuver save DC 14). It has 3 stamina dice which are d8s, a dice limit of 1, 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

Spellcasting. The medium water elemental is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) 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: +6 to hit, reach 1.5 m. Hit: 8 (1d8 + 4) bludgeoning damage.

Coastal, Swamp, Underwatersrd