Water Elemental is a Large elemental with neutral alignment and Challenge Rating 5 in D&D 5e. This stat block includes AC 14, 114 hit points, speeds, traits, and actions.
Multiattack - The elemental makes two slam attacks.
Slam - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Whelm - Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). 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 13 (2d8 + 4) 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 14 Strength and succeeding.
Frequently Asked Questions
The Water Elemental is a Large elemental with neutral alignment in D&D 5th Edition.
The Water Elemental has a Challenge Rating (CR) of 5, worth 1800 XP.
The Water Elemental has 114 hit points (12d10+48) and an Armor Class of 14 in D&D 5th Edition.
The Water Elemental has resistance to: acid, bludgeoning, piercing, and slashing from nonmagical weapons.
The Water Elemental is immune to these damage types or sources: poison.
The Water Elemental is immune to the following conditions: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious.