XP 400 N Small outsider (air, cold, elemental, extraplanar, water) Init –1; Senses darkvision 60 ft., snow vision; Perception +5. Small Smoke Elemental Small Stingray Small Water Elemental Smilodon Smoke Dragon Smoke Mephit Smugglers Snake Swarm Snallygaster Snapping Turtle Snow Leopard Snowy Owl Sojourner Of The Sea ... Water Elemental Construct Water Leaper Water Naga Water Orm Water Strider Swarm Water Wraith Water Yai … A water elemental can’t venture more than 180 feet from the body of water from which it was conjured. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume. Elemental: Immune to poison, sleep, paralysis, and stunning. The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of … Air Elemental - CR - 5 Page 125; Earth Elemental - CR - 5 Page 125; Fire Elemental - CR - 5 Page 126; Water Elemental - CR - 5 Page 126; Water Weird - CR - 3 Page 300; Neutral Evil Small Ice Elemental CR 1 Source Bestiary 2 pg. Each creature in the elemental's space must make a DC 13 Strength saving throw. Very few people can control one of these essential elements. Water elementals speak Aquan but rarely choose to do so. Combat. If the vortex’s base touches the bottom, it creates a swirling cloud of debris. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). The creature still takes damage, but can leave if the save is successful. D&D Beyond Illumination: The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft.. Water Susceptibility: For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. XP 400 N Small outsider (earth, elemental, extraplanar, water) Init –1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +5. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. Vortex (Su) A water elemental can create a whirlpool as a standard action, at will. Siege Monster: The elemental deals double damage to objects and structures. Traits Fire Form: The elemental can move through a space as narrow as 1 inch wide without squeezing.A creature that touches the elemental or hits it with a melee Attack while within 5 ft. of it takes 5 (1d10) fire damage. Even large ships (20 feet long per HD) can be slowed to half speed. Actions Multiattack: The elemental … Even large ships (20 feet long per HD) can be slowed to half speed. Creatures 5 feet away have concealment, while those farther away have total concealment. User Guide; First Time User; Quick Reference An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). DEFENSE. Heated Body.Any creature that touches the fire snake or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. An earth elemental can move along the bottom of a body of water but prefers not to. You can expend 2 of the ring's charges to cast dominate monster on a water elemental. Dungeons and Dragons (D&D) Fifth Edition (5e) Monster - Water Elemental - A water elemental is a cresting wave that rolls across the ground, becoming ne... Water Form. (These modifiers are not included in the statistics block.). Like the air elemental’s Whirlwind, the water elemental’s Whelm feature has a recharge, making it the preferred method of attack against any group of two or more opponents clustered within a 10-foot square (or three adjacent 5-foot hexes). The water spells is a type of elemental spell that involves you controlling water to do your will. Even large ships (20 feet long per HD) can be slowed to half speed. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). An elemental has the following features. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). An affected creature is allowed a Reflex save each round to escape the vortex. Even large ships (20 feet long per HD) can be slowed to half speed. DEFENSE. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. I read this ability as being able to move through, but also being able to stop on and share a space with a foe. Elemental (Ice), Small Ice Elemental From the waist up, this icy creature’s features are humanoid, but below its body is a snake-like, slithering tail. The elemental makes two touch attacks. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. The elemental water spell would help you … Back to Main Page → 3.5e Open Game Content → System Reference Document → Creatures, https://www.dandwiki.com/w/index.php?title=SRD:Small_Water_Elemental&oldid=438944. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. Ice Glide. Melee Weapon Attack: +6 to hit, … While doing so, the elemental doesn’t disturb the … ... Their father is a pastor in a small town. Even large ships (20 feet long per HD) can be slowed to half speed. Monster A series of tiny elementals, intended to be about the right power level to be alternative options for a Pact of the Chain warlock's familiar. When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from.. Earth elementals speak Terran but rarely choose to do so.. [5e] Folyot: A tiny elemental spirit. XP 400 N Small outsider (earth, elemental, extraplanar, water) Init –1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +5. Spells cast from the ring have a save DC of 17. Water elementals speak Aquan but rarely choose to do so. The DC for saves against the vortex’s effects varies with the elemental’s size. Air Elemental - CR - 5 Page 125; Earth Elemental - CR - 5 Page 125; Fire Elemental - CR - 5 Page 126; Water Elemental - CR - 5 Page 126; Water Weird - CR - 3 Page 300; Neutral Evil Bowl of Commanding Water Elementals; Elder Water Elemental; Greater Water Elemental; Huge Water Elemental; Large Water Elemental; Medium Water Elemental; Primal Water Elemental; Small Water Elemental; Water Elemental; … Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. one third of that cube would then be water elemental (333 cubic feet for a nice number). The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental’s size. It can always choose to take 10 on a Swim check, even if distracted or endangered. Fandom Apps Take your favorite fandoms with you and never miss a beat. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space. Actions Multiattack: The elemental makes two touch attacks. Freeze: If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. STATISTICS. It can move through a space as narrow as 1 inch wide without squeezing. See more ideas about water, fantasy creatures, water element. OFFENSE. Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. Sylphs are sympathetic creatures of elemental … A water elemental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents. So, if you can control water, you can control most of the things on earth. Whirlwind (Recharge 4-6): Each creature in the elemental… Skills: A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. Without water, many things that exist will not exist. A water elemental can be a serious threat to a ship that crosses its path. Traits Earth Glide: The elemental can burrow through nonmagical, unworked earth and stone. AC 16, touch 10, flat-footed 16 (–1 Dex, +6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +2, Will +0 Immune cold, elemental traits Weaknesses vulnerable to fire. Combat. Small Mud Elemental CR 1. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD). Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Special Traits. Water elementals are the common folk of the Plane of Water, and they are also common troops summoned to aid water-specialist heroes and villains. It can move through a space as narrow as 1 inch wide without squeezing. Actions. The elemental’s touch puts out non-magical flames of Large size or smaller. OFFENSE. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. A water elemental can’t venture more than 180 feet from the body of water from which it was conjured. Drench . The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater. DEFENSE. XP 400 N Small outsider (elemental, extraplanar, water) Init +0; Senses darkvision 60 ft.; Perception +4. It weighs 3 pounds and holds about 3 gallons. Water is the essence of life. A subreddit for D&D 5e homebrew. The cloud obscures all vision, including darkvision, beyond 5 feet. It can always choose to take 10 on a Swim check, even if distracted or endangered. A water elemental can’t venture more than 180 feet from the body of water from which it was conjured. A water elemental can be a serious threat to a ship that crosses its path. Elemental: Immune to poison, sleep, paralysis, and stunning. So our "water elemental form coefficient" will be 1/3. 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