Water Elemental [1/2]Elemental · CR 5
Water Elemental [1/2]Large Elemental, Neutral
STR18+4DEX14+2CON18+4INT5-3WIS10+0CHA8-1
AC14HP114CR5SPD30 ft., Swim 90 ft.
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.

Water Elemental [2/2]Elemental · CR 5
Water Elemental [2/2]Large Elemental, Neutral
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.

Water Elemental [1/3]
Large Elemental, Neutral
5
14Armor Class
114Hit Points
30 ft., Swim 90 ft.Speed
STR18+4
DEX14+2
CON18+4
INT5-3
WIS10+0
CHA8-1

Initiative. +2

Senses. Darkvision 60 ft.; Passive Perception 10

Resistances. Acid, Fire

Immunities. Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Languages. Primordial (Aquan)

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.

Elemental
Monster card
Water Elemental [2/3]
Large Elemental, Neutral
5
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 can pull a creature out of

Elemental
Monster card
Water Elemental [3/3]
Large Elemental, Neutral
5
14Armor Class
114Hit Points
30 ft., Swim 90 ft.Speed
STR18+4
DEX14+2
CON18+4
INT5-3
WIS10+0
CHA8-1

Actions (cont.)

it by succeeding on a DC 14 Strength (Athletics) check. Success: Half damage only.

Elemental
Monster card

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Water Elemental — printable monster card

Large Elemental, Neutral

  • CR 5
  • Elemental
  • Large

Full stat block

Armor Class
14
Hit Points
114
Initiative
+2
Speed
30 ft., Swim 90 ft.
Senses
Darkvision 60 ft.; Passive Perception 10
Resistances
Acid, Fire
Immunities
Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Languages
Primordial (Aquan)
Challenge Rating
5 (1,800 XP)
Proficiency bonus
+3
Ability scores
STR DEX CON INT WIS CHA
18 +4 14 +2 18 +4 5 -3 10 +0 8 -1

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.

See also