Water Form: The water elemental monster can enter the Hostile creature’s space and also it stops there. It also can move via a space as narrow as 1 inch wide without any squeezing.
Freeze: Suppose, if an elemental takes the cold damage, then it shall partially freezes; usually its speed has been reduced by 20 ft., until unless the end of its upcoming turn.
Multiattack: The water elemental can make two slam attacks.
Slam: By using this slam this monster can make a Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Whelm (Recharge 4-6): Each of the creature which are in the elemental’s space those must make a DC 15 strength saving throw. However on a failed save, the target can take 13 (2d8 + 4) bludgeoning damage. Anyway if it is large or else smaller, then it is also grappled (escape DC 14). Unless until this grapple shall end, the target is Restrained and also unable to breathe unless it can breathe the water. If a saving throw is successful, then the target has been pushed out of an elemental’s space.
Usually, the elemental can grapple a large creature or else up to two medium or else smaller creatures at a time. But at the start of each of the elemental’s turns, each target has been grappled by it takes 13 (2d8 + 4) bludgeoning damage. Actually, a creature within 5 feet of an elemental can pull the creature or an object out of it by taking an action to make a DC 14 Strength and succeeding.
Attributes Of Water Elemental DnD 5E Monster
|AC||14 (Natural Armor)|
|Condition Immunities||Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious|
|Resistances||Acid; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks|
|Roll 0||Slam 1d20 + 7 2d8+4|
|Senses||Darkvision 60 Ft.|
|Speed||30 ft., swim 90 ft.|