Page 158 - DnD_BasicRules_2018
P. 158
Water Elemental Skills Perception +3, Stealth +5
Senses passive Perception 13
Large elemental, neutral Languages —
Challenge 0 (10 XP)
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., swim 90 ft. Keen Hearing and Smell. The weasel has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 5 (−3) 10 (+0) 8 (−1) Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Damage Resistances acid; bludgeoning, piercing, and Hit: 1 piercing damage.
slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious Werewolf
Senses darkvision 60 ft., passive Perception 10
Languages Aquan Medium humanoid (human, shapechanger), chaotic evil
Challenge 5 (1,800 XP)
Armor Class 11 in humanoid form, 12 (natural armor) in wolf
or hybrid form
Water Form. The elemental can enter a hostile creature’s Hit Points 58 (9d8 + 18)
space and stop there. It can move through a space as narrow Speed 30 ft. (40 ft. in wolf form)
as 1 inch wide without squeezing.
STR DEX CON INT WIS CHA
Freeze. If the elemental takes cold damage, it partially freezes; 15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
its speed is reduced by 20 feet until the end of its next turn.
Actions Skills Perception +4, Stealth +3
Damage Immunities bludgeoning, piercing, and slashing from
Multiattack. The elemental makes two slam attacks. nonmagical attacks not made with silvered weapons
Senses passive Perception 14
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage. Languages Common (can’t speak in wolf form)
Challenge 3 (700 XP)
Whelm (Recharge 4–6). Each creature in the elemental’s
space must make a DC 15 Strength saving throw. On a failure, Shapechanger. The werewolf can use its action to polymorph
a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large into a wolf-humanoid hybrid or into a wolf, or back into its
or smaller, it is al so grappled (escape DC 14). Until this true form, which is humanoid. Its statistics, other than its
grapple ends, the target is restrained and unable to breathe AC, are the same in each form. Any equipment it is wearing or
unless it can breathe water. If the saving throw is successful, carrying isn’t transformed. It reverts to its true form if it dies.
the target is pushed out of the elemental’s space.
The elemental can grapple one Large creature or up to Keen Hearing and Smell. The werewolf has advantage on
two Medium or smaller creatures at one time. At the start of Wisdom (Perception) checks that rely on hearing or smell.
each of the elemental’s turns, each target grappled by it takes
13 (2d8 + 4) bludgeoning damage. As an action, a creature Actions
within 5 feet of the elemental can pull a creature or an object Multiattack (Humanoid or Hybrid Form Only). The werewolf
out of it by succeeding on a DC 14 Strength check. makes two attacks: two with its spear (humanoid form) or
one with its bite and one with its claws (hybrid form).
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack:
Beings native to the Elemental Plane of Water and sum-
+4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing
moned to the world, water elementals resemble cresting
damage. If the target is a humanoid, it must succeed on a
waves that roll across the ground. A water elemental en-
DC 12 Constitution saving throw or be cursed with werewolf
gulfs any creatures that stand against it.
lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit,
Weasel reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Tiny beast, unaligned
Spear (Humanoid Form Only). Melee or Ranged Weapon
Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature.
Armor Class 13 Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing
Hit Points 1 (1d4 − 1)
Speed 30 ft. damage if used with two hands to make a melee attack.
STR DEX CON INT WIS CHA
3 (−4) 16 (+3) 8 (−1) 2 (−4) 12 (+1) 3 (−4) A werewolf is a savage predator that can appear as a hu-
manoid, as a wolf, or in a terrifying hybrid form—a furred
and well-muscled humanoid body topped by a ravening
wolf’s head.
Chapter 12: Monsters
158
158
D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

