Free interactive D&D 5e SRD stat block

Water Elemental

Large Elemental, CR 5, AC 14, 114 HP. Neutral.

Large Elemental, Neutral

AC
14
Initiative
+2 (12)
HP
114 (12d10+48)
Speed
30 ft., Swim 90 ft.
ScoreModSave
STR 18 +4 +4
DEX 14 +2 +2
CON 18 +4 +4
INT 5 -3 -3
WIS 10 +0 +0
CHA 8 -1 -1
Resistances
Acid, Fire
Immunities
Poison, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses
Darkvision 60 ft.; Passive Perception 10
Languages
Primordial (Aquan)
CR
5 (XP 1,800; PB +3)

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 (2d8+4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.

Whelm (Recharge 4-6). Strength Saving Throw: DC 15, each creature in the elemental's space. Failure: 22 (4d8+4) 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 (2d8) 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.

How to run Water Elemental

A water elemental is a drowning hazard with a stat block. The whole encounter changes based on whether there's water nearby, and you should design the room before you roll initiative.

Open in the water if you can. Swim 90 ft. is triple the elemental's walk speed, and Water Form lets it slide through any space at least an inch wide, which means grates, cracks, and the gap under doors do not slow it. Whelm is the win condition: DC 15 Strength save, 4d8+4 bludgeoning, plus the target is Grappled, Restrained, suffocating if they can't breathe water, and takes 2d8 bludgeoning at the start of each of the elemental's turns. Recharge 4-6 means the elemental gets it most rounds. The elemental can hold one Large or two Medium creatures at a time, so prioritize the heaviest-armored melee character (because of the suffocation) and the cleric (because the suffocation interrupts concentration).

Slam is the round-filler. +7 to hit, 13 bludgeoning, and Medium-or-smaller targets are knocked Prone. Use Slam on whoever just stood up out of the water to deny the next round's actions. The condition immunity list is huge (Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious, Poisoned, Exhaustion), so most martial control just slides off. The party's answer is damage, and 114 HP behind AC 14 is real but reasonable for CR 5.

Freeze is the lever the smart party will find. Any cold damage drops the elemental's speed by 20 ft. until the end of its next turn, which lets the party disengage and fight from dry land. If the party has no cold, the elemental controls the engagement. It will not pursue onto dry ground; it either reforms in the nearest pool or dissipates and waits.

Run the suffocation as a count. "Round one Whelm. You can hold your breath for one minute." Then announce the round. The clock makes the rescue feel real.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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