Great Water Elemental (5e Creature)

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Great Water Elemental[edit]

Large elemental, neutral

Armor Class 15 (natural armour)
Hit Points 168 (16d10 + 80)
Speed 30 ft., swim 90 ft.

20 (+5) 16 (+3) 20 (+5) 7 (-2) 12 (+1) 10 (+0)

Skills Insight +4, Perception +4, Persuasion +3
Proficiency Bonus +3
Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralysed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 14
Languages Common, Aquan, Elvish
Challenge 8 (3,900 XP)

Brute. A melee weapon deals one extra die of its damage when the elemental hits with it (included in the attack).

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 partially freezes; its speed is reduced by 20 feet until the end of its next turn.


Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 16 Strength saving throw. On a failure, a target takes 14 (2d8 + 5) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 15). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 14 (2d8 + 5) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 15 Strength check and succeeding.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the elemental can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the elemental. A creature can benefit from only one Leadership die at a time. The effect ends if the elemental is incapacitated.


Parry. The elemental adds 3 to its AC against one melee attack that would hit it. To do so, the elemental must see the attacker and be wielding a melee weapon.

A water elemental with the Great Elemental template applied to it. Great water elementals are rolling waves that smother lives as easily as they smother flames. One might lead a group of mud, ice, or steam mephits or normal water elementals, lurk near a water weird's den, or serve a marid on the Material Plane as a bodyguard or an emissary with a nearby coastal settlement.

Elemental Nature. A great water elemental doesn't require air, food, drink, or sleep.

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