FreezeIf the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn.
Water FormThe 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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Water Elemental [2/2]Elemental · CR 5
Water Elemental [2/2]Large Elemental, Neutral
ACTIONS
MultiattackThe elemental makes two Slam attacks.
SlamMelee 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.
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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Elemental
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Water Elemental [2/3]Large Elemental, Neutral
CR5
14Armor Class
114Hit Points
30 ft., Swim 90 ft.Speed
STR18+4
DEX14+2
CON18+4
INT5-3
WIS10+0
CHA8-1
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
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Elemental
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Water Elemental [3/3]Large Elemental, Neutral
CR5
14Armor Class
114Hit Points
30 ft., Swim 90 ft.Speed
STR18+4
DEX14+2
CON18+4
INT5-3
WIS10+0
CHA8-1
Actions (cont.)
can pull a creature out of it by succeeding on a DC 14 Strength (Athletics) check. Success: Half damage only.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Elemental
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
A tent card folds in half: the name faces the players, the stat block faces you. This stat block is long: it continues on a second tent card instead of being truncated. Print both.
This stat block is long: it spans 3 cards instead of being truncated. Print them all.
Water Elemental [1/2]Elemental · CR 5
Water Elemental [1/2]Large Elemental, Neutral
STR+418
DEX+214
CON+418
INT-35
WIS+010
CHA-18
AC14
HP114
CR5
SPD30 ft., Swim 90 ft.
TRAITS
FreezeIf the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn.
Water FormThe 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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Water Elemental [2/2]Elemental · CR 5
Water Elemental [2/2]Large Elemental, Neutral
ACTIONS
MultiattackThe elemental makes two Slam attacks.
SlamMelee 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.
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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Water Elemental [2/3]Large Elemental, Neutral
CR5
14Armor Class
114Hit Points
30 ft., Swim 90 ft.Speed
STR18+4
DEX14+2
CON18+4
INT5-3
WIS10+0
CHA8-1
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
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Water Elemental [3/3]Large Elemental, Neutral
CR5
14Armor Class
114Hit Points
30 ft., Swim 90 ft.Speed
STR18+4
DEX14+2
CON18+4
INT5-3
WIS10+0
CHA8-1
Actions (cont.)
can pull a creature out of it by succeeding on a DC 14 Strength (Athletics) check. Success: Half damage only.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Pick “Save as PDF” as the destination in the print dialog.
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.