
Water Elemental
Large elemental · CR 5 · 1,800 XP
14 AC · 114 HP
Roll the Water Elemental
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Stat block
- Type
- Large elemental, neutral
- Armor Class
- 14
- Hit Points
- 114 (12d10 + 48)
- Speed
- 30 ft., swim 90 ft.
- Challenge
- 5 (1,800 XP), proficiency +3
- Resistances
- acid, fire
- Immunities
- poison
- Condition immunities
- Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
- Senses
- darkvision 60 ft., passive perception 10
- Languages
- Primordial (Aquan)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 | 14 | 18 | 5 | 10 | 8 |
Water Elemental odds against your Armor Class
Chance to hit, then average damage per attack once misses and critical hits are counted.
| Attack | AC 12 | AC 14 | AC 15 | AC 16 | AC 18 | AC 20 |
|---|---|---|---|---|---|---|
| Slam (+7) | 80% 10.9 dmg | 70% 9.5 dmg | 65% 8.9 dmg | 60% 8.3 dmg | 50% 7 dmg | 40% 5.7 dmg |
| Full turn (2 attacks) | 21.7 dmg | 19.1 dmg | 17.8 dmg | 16.5 dmg | 13.9 dmg | 11.3 dmg |
Water Elemental hit points
The stat block uses the average, 114. Rolled, 12d10 + 48 lands anywhere from 60 to 168.
| Hit points | Chance |
|---|---|
| 87 or more | >99% |
| 114 or more | 52% |
| 141 or more | <1% |
| 157 or more | <1% |
Traits
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 () Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.
Whelm. Strength Saving Throw: DC 15, each creature in the elemental’s space. Failure: 22 () 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 () 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.
Other CR 5 monsters
Air Elemental
Barbed Devil
Bulette
Earth Elemental
Fire Elemental
Flesh Golem
Giant Crocodile
Giant Shark
Gladiator
Gorgon
Half-Dragon
Hill Giant
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.