Water Elemental Cohort (5e Creature)

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Water Elemental Cohort[edit]

Tiny elemental, neutral


Armor Class 13 (natural armor)
Hit Points 9 (2d6 + 2)
Speed 30 ft., swim 50 ft.


STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Damage Resistances acid
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses passive Perception 10
Languages Aquan
Challenge 1/8 (25 XP)


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 movement speed is reduced by 20 feet until the end of its next turn.

ACTIONS

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.


Water elemental cohorts are small creatures hailing directly from the Elemental Plane of Water. What they lack in physical prowess, they make up for in potential, being quick learners and capable of gaining the ability to cast cantrips. Aquamancers from throughout the planes enlist their services, though it could be said that the elementals are the ones doing the enlisting.

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


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