Summoned Water Elemental
Medium Elemental
Medium Elemental
Armor Class : 14 (natural armor)
Hit Points : 5 + five times your mage level (the elemental has a number of Hit Dice [d8s] equal to your mage level)
Speed : 30 ft., swim 60 ft.
| STR : 16 (+3) | DEX : 12 (+1) | CON : 16 (+3) | INT : 6 (-2) | WIS : 16 (+3) | CHA : 8 (-1) |
Saving Throws : Con +2 plus PB, Wis +2 plus PB
Damage Immunities : poison
Condition Immunities : exhaustion, poisoned, unconscious
Senses : darkvision 60 feet, passive Perception 11
Languages : understands the languages of its summoner but can't speak
Challenge : X
Slam : Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB bludgeoning damage.
Waterbolt : Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 1d6 + PB cold damage.
Freeze (Recharges after a Short or Long Rest) : The water elemental may unleash a surge of freezing magic. All creatures within 10 feet of the elemental must make a Dexterity save. On a failed save, a creature's speed becomes 0, and it can't benefit from any bonus to its speed, until the end of the elemental's next turn.