Wild Shape form · 2014 rules

Water Elemental

Water Elemental is a CR 5 Large Elemental that can swim 90 ft. In the 2014 rules, only a Circle of the Moon druid can take it, from level 10, by spending two uses of Wild Shape at once.

Illustration of a water elemental

2014 rules · 5e

In the 2014 rules, only a Circle of the Moon druid can take it, from level 10, by spending two uses of Wild Shape at once.

Circle of the Moon · level 10
Armor Class
14 (natural armor)The beast’s own armor
Hit Points
114 (12d10+48)The beast’s pool. At 0 you change back, and leftover damage carries to your own
Attacks
Slam +7, 2d8+4The beast’s own bonuses, as printed

Costs two uses of Wild Shape.

2014 rules · 5e · stat block from SRD 5.1

Water Elemental

Large Elemental · CR 5

  • Swim
  • Grappler
  • Restrain
  • Darkvision
  • High AC

Armor Class14 (natural armor)

Hit Points114 (12d10+48) In the 2014 rules this pool is yours while transformed.

Speed30 ft, Swim 90 ft

  • STR18+4
  • DEX14+2
  • CON18+4

You keep your own Intelligence, Wisdom and Charisma, and your skill and saving throw proficiencies.

SensesDarkvision 60 ft., Passive Perception 10

Damage Resistancesacid; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunitiespoison

Condition Immunitiesexhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

LanguagesAquan

Traits

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

Actions

Multiattack. The elemental makes two slam attacks.

Slam

Melee attack: d20 +7 · Reach 5 ft.

Damage: 2d8+4 Bludgeoning (average 13)

Whelm (Recharge 4–6). 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.

Stat blocks from SRD 5.1 (CC BY 4.0), with the official 2014 errata where it applies. Circle of the Moon rules are summarized from the Player’s Handbook. Armor Class and hit points are worked out by the same rules engine as the Beastform app.