Water Elemental icon: a towering wave
Icon by Lorc, CC BY 3.0

Water Elemental 5e stat block

Large elemental, neutral · CR 5 · 2024 stat block below

Armor Class
14 (natural armor)
Hit Points
114 (12d10+48)
Speed
30 ft., swim 90 ft.
Challenge
5 (1,800 XP)
Proficiency bonus
+3
STRDEXCONINTWISCHA
18 (+4)14 (+2)18 (+4)5 (-3)10 (+0)8 (-1)
Damage resistances
acid, bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities
poison
Condition immunities
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses
darkvision 60 ft., passive Perception 10
Languages
Aquan

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 ft. until the end of its next turn.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

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.

How many water elementals for a fight?

A water elemental is worth 1,800 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many water elementals fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
4th——1
5th112
6th123
7th123
8th234
9th245
10th356
11th469
12th4810
13th5912
14th61012+
15th71212+
16th812+12+
17th1012+12+
18th1112+12+
19th1212+12+

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the water elemental compares at CR 5

Against the 26 other challenge 5 monsters in the SRD 5.1, the water elemental has more hit points than 18 of them, which makes it tougher than most at its CR. See every CR 5 monster.

StatisticWater ElementalCR 5 average
Armor Class1414.6
Hit points114102
Best attack bonus+7+7
Best save DC1514

Water Elemental 2024 stat block

The 2024 Monster Manual revised the water elemental, and the SRD 5.2 carries the new stat block. What changed:

The numbers are the same; the text follows the 2024 rules glossary.

Armor Class
14
Hit Points
114 (12d10 + 48)
Speed
30 ft., swim 90 ft.
Challenge
5 (1,800 XP)
STRDEXCONINTWISCHA
18 (+4)14 (+2)18 (+4)5 (-3)10 (+0)8 (-1)
Damage resistances
acid, fire
Damage immunities
poison
Condition immunities
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses
darkvision 60 ft., passive Perception 10
Languages
Primordial (Aquan)

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.

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