Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
Aquan
Resistances & Immunities
Traits
Elemental Nature
The elemental doesn't require air, food, drink, or sleep.
Elemental Resilience
The elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions.
Freeze
If the elemental takes cold damage, it partially freezes, and its speed is reduced by 20 feet until the end of its next turn.
Purify Water
If the water elemental sits in a body of slow-flowing or standing water, such as a spring, small creek, or lake, for at least 1 hour, the water becomes purified and rendered free of poison and disease. In slow-flowing water, this purification fades 1 hour after the elemental leaves the water. In standing water, this purification lasts until a contaminant enters the water while the elemental isn't in it.
Water Camouflage
The water elemental's Stealth is 17 while in a Medium or larger body of water.
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.
Actions
Multiattack
The water elemental makes two Water Tendril or Water Bolt attacks. If both Water Tendril attacks hit one creature, it can use Whelm on the target, if available.
Water Bolt
+5 to hit, range 30/120 ft (9.1/36.6 m). Hit: 4d6+2 bludgeoning damage.
Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 16 (4d6+2) bludgeoning damage.
Water Tendril
+7 to hit, reach 10 ft (3 m). Hit: 3d8+4 bludgeoning damage.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8+4) bludgeoning damage, and the target is grappled (escape DC 15) if it is Large or smaller. The water elemental can have up to three targets grappled at a time.
Whelm
The water elemental envelops one creature it is grappling, and the grapple ends. While enveloped, the target is restrained, unable to breathe unless it can breathe water, can't be hit by the elemental's Water Tendril, and it takes 9 (2d8) bludgeoning damage at the start of each of the elemental's turns.
When the elemental moves, the enveloped creature moves with it. The elemental can have only one creature enveloped at a time. A creature within 5 feet of the elemental, including the target, can take its action to free the target from the elemental by succeeding on a DC 15 STR check.
Bonus Actions
Purify Blood
The water elemental touches a willing creature that isn't a Construct or Undead. The target is cured of the poisoned condition and of any disease afflicting it.
About Water Elemental
Water Elemental is a large elemental with a Challenge Rating of 5. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 14 and possesses 104 hit points (derived from None).
Water Elemental has communication capabilities including Aquan. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Water Elemental
1 tips available
GM Tips: Using Water Elemental
When using Water Elemental in your D&D 5e campaign, consider these tactical approaches:
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Aquatic Combat: This creature can swim at 90 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
Player Guide: Facing Water Elemental
1 strategies available
Player Guide: Facing Water Elemental
When your party encounters this creature, keep these strategies in mind:
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Aquatic Combat Defense: This creature can swim at 90 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 5.
Solo Encounter:
A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 3,000 XP
- Hard: 4,500 XP
- Deadly: 6,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Water Elemental?
- Water Elemental has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
- What type of creature is Water Elemental?
- Water Elemental is a Large Elemental, which affects how certain spells and abilities interact with it.
- What languages does Water Elemental speak?
- Water Elemental can communicate in Aquan.
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