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Water elemental 5e 4e 3e 2e 1e 5th Edition Statistics Size Large Type Elemental Alignment Neutral Challenge rating 5 General Information Movement Swimming Vision Darkvision Diet None


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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20.. Water Form: The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.


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Water ElementalHarvesting Table. Instructions: Because this creature is an Elemental, the player should roll a Arcana Check using the DCs in the table below. On a success, the player is able to harvest the item. On a failure, the item cannot be harvested (either because the character is not skilled enough, or because the item is ruined).


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Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Actions. Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.


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The 5e artwork is the only one that makes the water elemental look cool. Credit: WotC. Water Elemental Lore An elemental is an incarnation of the elements that make up the universe. In the case of the water elemental, it's the living incarnation of water. Elementals aren't native to the Material Plane.


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A water elemental in a large body of water is nearly invisible. A Water Elemental cannot be summoned to an area unless there is a significant volume of water or at least water based liquid present. Step 1) Let's review what we know about the Water Elemental. Water Elementals have extremely high strength and toughness, they are highly nimble.


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A fire-infused water elemental sprays a 30-foot cone of superheated water. Each creature in the area must make a DC 12 Dexterity saving throw. On a failure, a creature takes 21 (6d6) fire damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone.


Water Elemental Pathfinder by Nigreda on DeviantArt Heroic Fantasy, Fantasy Beasts, Fantasy

Water Elementals are not designed to be solo creatures (no legendary actions/resistances) so they will be easier to kill due to action economy. A group can beat a creature of much higher CR if it's a 4v1 or 5v1 or whatever.


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Multiattack. The myrmidon makes three trident attacks. Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target.


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Bless Water. You touch one vial of water and cause it to become holy water. A water elemental is not a vial of water. The idea here is that the spell description is the spell's effect. We see in the rules for spells: Each spell description in Chapter 11 begins with a block of information, including the spell's name, level, school of magic.


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A water elemental is a cresting wave that rolls across the ground, becoming nearly invisible at it courses through a larger body of water. It engulfs creatures that stand against it, filling their mouths and lungs as easily as it smothers flame. Elementals [-]


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Water Elemental, Greater Large elemental, neutral Armor Class 15 Hit Points 161 (17d10 + 68) Speed 30 ft., swim 90 ft. Damage Resistances Acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious


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Water Elemental [ Élémentaire de l'eau ] Large elemental, neutral Armor Class 14 (natural armor) Hit Points 114 (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; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison


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Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Freeze. If the elemental takes cold damage, it becomes partially frozen until the end of its next turn; while partially frozen, its speed is reduced by 20 feet.


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Water Elemental Water Elemental Large Elemental, Neutral Armor Class 14 (natural armor) Hit Points 114 (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; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Poison


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Your mind becomes one with elemental water, attuning your thoughts to its ebb and flow. Psychic Focus. While focused on this discipline, you have a swimming speed equal to your walking speed, and you can breathe underwater. Desiccate (1-7 psi). As an action, choose one creature you can see within 60 feet of you.