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Water Elemental

Large · Elemental · CR 5 · Neutral

Source. 5e 2014 Rules
Armor Class
14 (natural armor)
Hit Points and Hit Dice
114 (12d10+48)
Challenge Rating CR
5

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
14
+2
CON
18
+4
INT
5
-3
WIS
10
+0
CHA
8
-1

Overview

Category Monsters
Subcategory Elementals
Size Large
Type Elemental
Alignment Neutral
XP 1800
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Swim 90 ft (27.4 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 10

Languages

Aquan

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
acid; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Environments

Coast Desert Laboratory Ocean Plane of Water Swamp or Marsh

Traits

Freeze

If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.

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

Cost 1

The elemental makes two slam attacks.

Slam

Cost 1

+7 to hit, reach 5 ft (1.5 m). Hit: 2d8 thunder damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Whelm

Cost 1

Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

About Water Elemental

Water Elemental is a large elemental with a Challenge Rating of 5. It has a neutral alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 114 hit points (derived from 12d10+48).

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

When using Water Elemental in your D&D 5e campaign, consider these tactical approaches:

  • 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

When your party encounters this creature, keep these strategies in mind:

  • 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

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

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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