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Water Elemental in Dungeons & Dragons 5e

Homebrew, Monster Manual (5e), 2014, Monster Manual (5.5e), 2025

Water Elemental CR: 5

Large elemental, neutral
Armor Class: 14 (Natural Armor)
Hit Points: 114 (12d10 + 48) 12d10+48
Speed: 30 ft , swim: 90 ft

STR

18 +4

DEX

14 +2

CON

18 +4

INT

5 -3

WIS

10 +0

CHA

8 -1

Damage Resistances: Acid, Fire; Bludgeoning, Piercing, & Slashing from nonmagical attacks
Damage Immunities: Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses:

Darkvision 60 ft, Passive Perception 10

Languages: Primordial (Aquan)
Challenge Rating: 5 ( 1800 XP)
Proficiency Bonus: +3

Elemental Nature. An elemental doesn't require air, food, drink, or sleep.

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.

Suggested Environments

Any climate; Coastal, swamp, & underwater; Elemental Plane of Water


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