Water Elemental

- Size: Large
- Type: Elemental
- Alignment: Neutral
- AC: 14
- Initiative: +2 (12)
- HP: 114 (12d10 + 48)
- Speed: 30 ft, Swim 90 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 14 | +2 | +2 |
| CON | 18 | +4 | +4 |
| INT | 5 | -3 | -3 |
| WIS | 10 | +0 | +0 |
| CHA | 8 | -1 | -1 |
- Skills: None listed
- Resistances: Acid, Fire
- Immunities: Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
- Senses: Darkvision 60 ft.; Passive Perception 10
- Languages: Primordial (Aquan)
- CR: 5 (XP 1,800; PB +3)
Traits
Freeze. If the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn.
Water Form. The elemental can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
Actions
Multiattack. The elemental makes two Slam attacks.
Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.
Whelm (Recharge 4-6). Strength Saving Throw: DC 15, each creature in the elemental's space. Failure: 22 (4d8 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Restrained condition, is suffocating unless it can breathe water, and takes 9 (2d8) Bludgeoning damage at the start of each of the elemental's turns. The elemental can grapple one Large creature or up to two Medium or smaller creatures at a time with Whelm. As an action, a creature within 5 feet of the elemental can pull a creature out of it by succeeding on a DC 14 Strength (Athletics) check. Success: Half damage only.
Lore & Background
Water elementals are living manifestations of the elemental plane of water, embodying the fluid, adaptable, and persistent nature of their element. These beings appear as roughly humanoid shapes composed entirely of flowing water, capable of changing their form and density to suit their immediate needs. They possess an alien intelligence focused on concepts of flow, pressure, and the eternal cycle of water through all its states and forms.
Native to the elemental plane of water, these creatures are summoned to the material plane through magical rituals or appear when the barrier between planes becomes thin near large bodies of water. Water elementals understand the importance of water to all life and can be either protective guardians of aquatic environments or destructive forces that reshape landscapes through erosion and flood. Their motivations often relate to maintaining the natural flow and purity of water systems.
Combat Tactics
Water elementals are versatile combatants who use their fluid nature to adapt their fighting style to environmental conditions and opponent capabilities. They employ their slam attacks and ability to engulf smaller creatures while using their aquatic environment to maximum advantage. Their ability to enter and move through water makes them extremely mobile in aquatic encounters.
In combat, water elementals attempt to grapple and drown air-breathing opponents while using their fluid form to avoid damage and reposition strategically. They prefer fighting in or near water where they can use their swimming speed and water walk abilities to control engagement terms. Against multiple opponents, they may attempt to separate enemies by creating water barriers or using their engulf ability against the most vulnerable targets.
Encounter Ideas
1. The Corrupted Spring A water elemental guards a sacred spring that has become polluted by magical or industrial contamination. The party must cleanse the water source while either calming the elemental's rage or helping it purify its domain.
2. The Flood Warning A water elemental appears to warn of an impending natural disaster involving massive flooding, but its alien communication methods make its message difficult to understand. The party must interpret its warnings while preparing for the coming catastrophe.
3. The Drought Crisis A water elemental has been bound or trapped, causing local water sources to dry up and threatening agricultural communities. The party must free the elemental while negotiating for the restoration of normal water flow patterns.
4. The Elemental Alliance A water elemental seeks mortal allies to help it combat threats to aquatic ecosystems, offering its services in exchange for assistance in protecting rivers, lakes, and coastal areas from supernatural or environmental damage.
Environmental Effects
- Water Manipulation: The elemental's presence causes water levels to fluctuate and currents to change direction
- Humidity Control: Areas near water elementals experience increased moisture and fog formation
- Purification Aura: The elemental's influence gradually cleanses pollutants and toxins from nearby water sources
- Pressure Changes: The creature can create areas of high or low water pressure that affect swimming and underwater activities
Treasure
- Elemental Water (200-1000 gp): Pure water that retains magical properties useful in alchemy and spellcasting
- Pressure Crystals (300-1500 gp): Crystallized water pressure that can be used in crafting magical items
- Aquatic Plants (100-600 gp): Rare vegetation that grows only in areas blessed by water elemental presence
- Current Maps (150-750 gp): Detailed knowledge of underwater geography and optimal swimming routes
- Purification Essence (400-2000 gp): Concentrated elemental energy capable of cleansing toxins and curses
Plot Hooks
1. The Elemental Drought Water elementals begin withdrawing from the material plane due to widespread pollution or magical interference, causing droughts and forcing the party to address environmental or supernatural causes.
2. The Binding Ritual Someone seeks to permanently bind water elementals to serve industrial or military purposes, creating ethical dilemmas about elemental rights while threatening the natural balance of aquatic ecosystems.
3. The Planar Rift A tear between the material and elemental planes allows water elementals to enter freely, flooding areas and creating new aquatic environments that disrupt established communities and trade routes.
4. The Ancient Pact A water elemental calls upon old agreements with mortal communities, demanding tribute or service in exchange for continued protection of vital water sources while testing whether modern people honor traditional elemental compacts.