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.
   153   154   155   156   157   158   159   160   161   162   163