Kryx RPGThemesMonsters

Small Water Elemental

Small elemental
Challenge
½ (100 XP)

STR
2
DEX
1
CON
2
INT
−3
WIS
−1
CHA
0

27
5d6+10
11
Fort
+2
Ref
+1
Will
−1
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 6 m., swim 9 m.
Senses darkvision 18 m., passive Perception 9
Skills Primal +1
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 small water elemental uses maneuvers (maneuver save DC 12). It has 1 stamina die which is a d8, regains its stamina die when it finishes a short or long rest, and knows the following maneuvers:

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

Spellcasting. The small water elemental is a 1st-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

Slam. Melee Weapon Attack: +4 to hit, reach 1.5 m. Hit: 4 (1d4 + 2) bludgeoning damage.

Coastal, Swamp, Underwatersrd