Cry me a river…wait! I didn’t mean that literally!
A light is shining in the long-abandoned wizard’s tower, but is this good news or bad? And why is the ground so soft?
This adventure is designed for 3–5 characters, level 5–7, with a total of 20–24 levels.
Background & Synopsis
A long-abandoned tower has recently had lights in an upper window. Hadarai Liadon climbed up to see what’s going on and saw items gathered for a ritual. A wizard is trying to open a portal to the Elemental Plane of Water to flood the area. The wizard was bullied and wants revenge. First, some mud mephits enter the city and start causing chaos. Local farmers near the tower report that their fields are too wet in spite of mild rainfall. The ground near the tower is getting waterlogged. A Mud Elemental enters town and seeks out the bullies. If the wizard gets the portal open, it will soon destroy the entire city, not only the flooding, but the water elementals that are coming through with it! But when the wizard sees that he’s endangered those who were kind to him, he has a change of heart. But is it too late?
Adventure Hooks
This adventure can serve as a side quest or as a way to introduce characters in an existing community. The opening encounter will draw the party into the action, and if they’re not immediately interested, the mire mephits will annoy them until they have to act.
Where are we?
This adventure can occur in any city with a library and nearby forest and farmland.
Opening Encounter
The party may be in any public space, such as an inn, park, or marketplace. Hadarai Liadon bursts on the scene, swinging down from a rooftop or rafters if available, scarves trailing behind faer. Fae immediately starts asking locals, “Have you seen anyone head toward the old wizard’s tower?” Fae was in the trees in the woods near it and noticed a light coming from the window at the top. If asked about it, fae says fae climbed up the outside and peeked in, and while it was unoccupied, it had a pile of new supplies: bottles of something white, a book, a chest, a jar of pearls, and two barrels.
Ebus has secretly gathered them with the intent to open a gateway to the Elemental Plane of Water and flood the city.
Out of the Cauldron, Into the Soup
Map: Muddy Buddies
Once the party has time to react to the news but before leaving the area, the closest pile or puddle of mud or body of water begins bubbling, and six mire mephits fly out, making flatulence-like noises and shouting vulgar taunts in Aquan. They fling putrid mud at anyone nearby, leaving the targeted local residents incapacitated with nausea. When threatened or noticing anyone preparing to attack them, they fight any aggressors to the death.
Local Clues
City Rumors
- Many suspect Lechlun, “the jewelers’ boy with the weird face.” He studies dark destructive magic.
- Two thugs, Wally and Eddie, complaining loudly about the mess of mud, will mention a tiefling monk who just came into the city recently, hanging around with that weird Ebus. (Wally and Eddie have bullied Ebus most of his life. Lechlun is aware of this, and he endured some bullying from them as well, but he was better at staying out of their way, so they didn’t notice him as much.) If asked about Lechlun, they’ll say, “Yeah, he might have something to do with it.” If asked about Ebus, they’ll just laugh and start talking to each other about mean pranks they’ve pulled on him. “Remember the time we…dipped his favorite book in goat milk, stuck his head in a bramble bush so his horns got stuck, etc.” They don’t think Ebus is capable of anything.
- If the party asks those who guard the city gate, they won’t remember anyone specific coming or going, but if asked about Ebus or Lechlun, both leave most days for several hours, and they’ve both been out of town a lot lately.
- Most people in town recognize Ebus but don’t know his name or anything about him, as he’s quiet and keeps to himself.
- Nobody suspects Hadarai, but fae spends most of faer time in the woods or on rooftops, so most people don’t even faer but are used to faer suddenly swooping down onto the street to enter a shop or the like. Although if you’re suddenly missing something that you thought you just set down, the locals use the expression, “Haradrai’s hands,” suggesting that fae stole it when they weren’t looking, which isn’t usually true, and it’s more a local joke than an accusation. Around dinnertime, the large hat in the corner booth usually hides most of faer body as fae eats the daily special, but if approached, fae will jump onto the table and remove faer hat, bowing in a grandiose gesture, after which fae will happily converse with anyone, answer questions, and offer to help any way fae can. Fae will be happy to lead the party to the tower if asked and climb it to answer more questions.
- A few local farmers are in town for supplies and local gossip, and two who have farms near the tower note that their crops in the field closest to the tower are rotting from too much moisture, even though rainfall has been moderate lately.
Jeweler
Julius & Gemma run the local jewelry shop, and their son, Lechlun, helps when not pursuing magic projects. The two story shop is a brick building with barred windows. The inside is lit like daylight, the entire ceiling magically illuminated. Several chests with shallow drawers line the walls, the drawers partly open to display shiny jewelry.
The couple sit at benches, cutting gems or piecing together jewelry, and Lechlun is sitting at a table with a candle burning and four large tomes open, writing with the charred end of a stick on a slab of limestone, then erasing with a damp sponge and writing more.
When anyone comes into the shop, Julius and Gemma welcome them warmly while Lechlun ignores the noise and continues his research.
If addressed, Lechlun typically raises a fingers a gesture to wait, finishes the section he’s writing, and then steps away from his work and greets his guest with a smile.
If asked about Ebus, Lechlun will speak favorably and sympathetically about him. “He’s a decent person, but trouble seems to find him. I’m used to people treating me differently because of my appearance, but he’s like a bully magnet.”
Ebus recently stopped into the shop and bought all of the abalone they had in stock, but they will only reveal this if specifically asked about Ebus’s recent behavior.
If asked about Wally and Eddie, Lechlun suggests staying away from them. “Those guys are just mean. Always have been. Only people they’re nice to are their wives and kids, and even with them, well, I wouldn’t treat people like that. I guess they think they’re funny, but I see the looks on their families’ faces — they don’t appreciate it.”
Lechlun is usually at the shop, but lately, he’s been leaving for several hours to go to a nearby granite quarry to mine for obsidian. His magic allows him to carve through rock without a pick. The shop has several drawers full of obsidian, both uncut pieces and jewelry.
Library
Emmara
Emmara owns the local library, which is supported by a nearby magic school and by sages and wizards who pay to use its resources for research. It also has meeting rooms available for rent and a large room that functions as a school for children.
If asked about Lechlun, Emmara will note that he used to spend a lot of time at the library and still comes in occasionally, but he has made comments about, “less study, more experiment,” and he has expressed frustration at not being able to find books related to his tradition, needing to write his own instead.
If asked about Ebus, she takes on a protective, condescending tone, like a parent concerned about their child. Ebus has always spent a lot of time at the library since he was very young. He was often bullied by his peers and found the library as a safe haven. Since then, it has become like a second home to him, where he spends long hours reading casually and studying. Emmara has spent many hours over the years offering a shoulder to cry on and a welcoming ear to absorb his sorrows. Any mention of Wally and Eddie will bring an angry frown.
Rohna
If the party comes to the library during the day, Rohna will be in the classroom section with twenty children who are all busy working on painting and sculpting projects. As she moves from child to child, the arms of her wheelchair offer alternative brushes, grab extra boxes of clay and jars of paint, pick up dropped objects, and hold a cup of tea that she sips while encouraging and coaching the children. When a jar slips off the table out of her reach, she uses Mage Hand to grab it and put it back on the table, though not as close to the edge. At times, the party may notice the figures in the paintings seem to move, but only for a moment. If asked about this, Rohna will answer that art is a form of magic in itself that you have to make more than read.
Rohna has spent time teaching Lechlun and Ebus when they were much younger, before they began studying magic, but hasn’t had as much contact with them lately. Since Ebus used to be at the library every day, she has noticed that he hasn’t been there lately. “He always warms my tea for me, that sweet boy, and my tea and heart aren’t as warm when he doesn’t come in.” (She has a ceramic pot of steaming hot tea sitting on the counter with no heat source in sight. She can warm it herself, but she likes to let him do it for her as an act of kindness.)
If asked about Wally and Eddie, she’ll describe them as, “boys with many gifts that they’ve never learned to recognize.”
Precision & Ebus
A pair of tieflings sit at a table outside the library, drinking tea, talking [in Infernal], and laughing. One with tan skin, ram horns, and a black goatee reaches over to the teapot on the table, and his fingers glow red until the teapot steams heavily. He pours more tea for his companion, who has purple hair and wildebeest horns and holds his cup in his toes as his arms appear constricted by his chest, his purple tail toying with the hand crossbow strapped to his leg.
If asked about recent events, they get nervous and defensive. [Precision doesn’t know that Ebus has caused it.] Precision will say sarcastically, “It’s always the Tiefling, right?” Ebus will say, “I’ve always been the target, not the aggressor. Maybe listen for the harshest voices in town instead of accosting us!”
If asked about Lechlun, Ebus will acknowledge that they were friends in school but drifted apart. Ebus was uncomfortable with the dark energies Lechlun was exploring. Ebus was more interested in exploring a variety of magical energies, while Lechlun focused on Oblivion magic.
Precision was traveling and arrived in town three days ago and is staying at the closest inn. He met Ebus shortly after arriving, and the two have met for tea for an hour each day.
Ebus claims to have been at home the rest of the time, researching and relaxing. (He hasn’t, and if followed, he will leave the next day to go to the tower.)
The Tower
Maps: Wizard Tower 1, 2, and 3 (early)
The tower, two miles outside of the city in the forest, is a four-story stone ruin, abandoned for over a century, and generally considered unsafe by local residents, though most stay away from it regardless of its condition for fear that the wizard who used to own it left some remaining protective wards on it. The former owner’s identity is unknown to most, and even the elves who lived in the area at the time (Emmara arrived more recently, and Hadarai was a baby when he vanished.) only remember a mostly reclusive scholarly human who used couriers for supplies and deliveries.
As the party nears the tower, they notice that the ground gets gradually softer and wetter, the dirt turning to mud, and a successful DC 15 Wisdom (Perception) check notices that the side of the building facing the city is slightly wet.
The interior of the tower has a ten foot wide stone spiral staircase along the walls, the stairs eroded with time into an irregular graded ramp that a wheelchair can navigate with relative ease. The bottom floor is cracked stone with weeds forcing their way through the cracks. The other floors are rotting wood of dubious integrity, with large sections lost to time and termites.
On the first floor, a family of six badgers have carved through the stone opposite the entrance for a burrow. If the party gets within ten feet of the entrance, the badgers will attack, but otherwise, they will stay in the burrow and snarl at the intruders.
The second floor has a bookshelf with a large wasp nest near it. Attempts to examine the shelf will result in an attack by a swarm of insects (wasps). A successful Intelligence (Investigation) check while searching the rotting books on the shelves will locate the only useful information, a spell within one of the rotting books, Iz’zart’s Swarm Limb.
Iz’zart’s Swarm Limb
1st-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 hour
You summon a swarm of fey spirits that take the form of a swarm of beasts of Challenge Rating 1 or lower shaped as an adaptive limb, responding to telepathic commands like the appendage it’s replacing. This spell cannot add an extra limb beyond those typical for your ancestry.
The summoned swarm is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The swarm gets no actions of its own, but you can use its bite as an unarmed attack.
The swarm can detach on command as a bonus action. While detached, it retains its link and can attack and follow simple commands up to 30 feet away from you. If it moves further away, the spell ends.
The third floor is nearly impassable. Some rotting bedroom furniture lines what remains of the floor along the walls. Searching through the debris will reveal a rotten chest with 200 sp and 60 gp.
Only a fifteen-foot section of floor nearest the stairs remains on the fourth story. At the top of the stairs are stored three vials of salt, a book written in Aquan with information about the elemental plane of water, a chest full of abalone, a jar of pearls, a small barrel of sand, and another of water.
The stone roof is mostly intact, but a hole where a trap door once gave access to the roof is now only a pair of rusty hinges with no sign of the wood once attached to it.
If the party follows Ebus to the tower, he confronts them if he notices them and claims he came to check out Hadarai’s claim. If asked why he’s been leaving town each day or about purchasing the abalone, he claims that he’s been missing his parents lately and has been going to visit their graves outside of town, and while he was there, he noticed that their gravestones are getting weathered and bought the abalone to fill in the chips and beautify the stones at the same time. (He’s lying.)
The Quarry
If the party investigates the quarry, they will find a 200 foot wide, thirty foot deep pit of limestone with granite ribbons running through it. The side has a staggered ramp leading to the bottom with tracks once used by mining carts. Tunnels lead into the walls of the crater, and inspection reveals perfectly circular five foot diameter smooth cylindrical holes extending different distances as far as sixty feet into the darkest granite seams. Inside some of these cylinders, small sections have been roughly chipped away with a small tool such as a hammered chisel.
Getting the Dirt
Map: Out of their Element
The next morning, the ground in town has become damp and muddy as if it rained all night, even though everything above ground is dry, and the sky was clear through the night. When the party is outside in or near the marketplace, they hear screams as a mud elemental appears near the marketplace and heads toward Wally and Eddie’s cart where they sell furs and venison sausage. The elemental will attempt to catch and kill them, smashing their cart in the process. Everyone else flees in panic, and if the party attacks the elemental, it will fight the party until it doesn’t consider them a threat, then it will continue to pursue Wally and Eddie.
While nobody noticed Ebus casting the spell to summon the elemental, if the party specifically asks whether anyone saw him, several people remember seeing him in the marketplace before the attack. Immediately following the attack, he left for the tower, as the gate guards can confirm. They note that he was carrying a twelve foot ladder.
Lechlun was still in bed during the attack, and Precision was eating breakfast at the inn.
The Rising Tide
If the party isn’t following Ebus by this point, Precision will cross paths with them and ask whether they’ve seen him. “I was hoping he’d come by and share breakfast with me at the inn, but he never showed up. He’s not at his house or the library, either.”
At this point, the muddy ground is getting wetter, and water begins flowing through the city. The party can easily trace its current as coming from the general direction of the tower and can follow it back, although the ground has now become difficult terrain. A party with additional mobility needs may need to take an indirect approach to the tower, curving around and approaching it from the side where the ground is dryer.
Maps: Wizard Tower 1, 2, and 3 (late)
When the party arrives at the tower, the stream has become a five foot deep river, flowing from the roof over the side of the tower. Ebus stands on the roof at the mouth of the extraplanar river, and when he sees the party, he yells, “You’re too late! The portal to the plane of water is open, and it will soon be permanent! Those who stood by and watched my torment all those years will finally know what it feels like!”
If the party tries to reason with Ebus, he considers everyone in the city to blame for allowing Wally and Eddie to bully him. Only reminding him that this will destroy the library and could hurt Emmara and Rohna will cause him to stop.
If the party tries to get to Ebus by climbing the tower, either inside or outside, he waits until they get to the third floor and uses his Aquatic Torrent ability, although if they attack him with ranged attacks immediately, he doesn’t wait. When Ebus is on the roof, he has full cover against any attacks, but attacks he makes against those on the outside or on the second or third floor inside have partial cover against him.
After any dialog between the party and Ebus, regardless of the outcome, out of the river at the base of the tower, a deluge dragon rises up and attacks the party. Note that Ebus is not controlling this elemental—it came through the portal with the flowing water and will attack the closest creature.
If, during the combat, the party tells Ebus that this will hurt Emmara or Rohna, he will stop fighting the party and join in the attack against the deluge dragon. If the deluge dragon attacks him, he will defend himself against it.
If anyone attacks the deluge dragon from inside or outside the tower, it will consider all creatures in the direction of the attack to be threats, including Ebus if applicable. The dragon reaches a height of thirty-two feet, and the tower is forty feet tall, but 40 hp damage against a section of the wall (AC 15) will topple the tower.
Depending on the strength of the party, if this encounter doesn’t provide enough challenge, additional water elementals may also attack, and if the party is outmatched, Hadarai, Lechlun, and/or Precision may show up to help.
After the third combat round, Emmara shows up, yelling to Ebus to stop, that the library is beginning to flood. A wave causes them to slip in the mud and fall into the dragon’s Deluge and begin to drown. Ebus immediately cries out for Emmara and focuses only on rescuing them.
If Ebus is unconscious before Emmara appears, Emmara will rush to Ebus and stabilize him if necessary.
Feeling Drained
Once Ebus stops attacking, the planar portal closes. This doesn’t stop any elementals, but the flooding tapers off.
Emmara asks Ebus to return to town to resolve this without more destruction, and he reluctantly and remorsefully complies, apologizing profusely to Emmara during most of the walk back to the city.
By the time everyone returns to town, Hadarai has seen what happened and has spread the word, which spread quickly through the city. The city guard asks Ebus to come peacefully to jail while they sort everything out, and Ebus agrees.
Wally and Eddie stand with their families in front of the assembled crowd. Their children cling to them, and Eddie’s son says, “Daddy, don’t let him hurt us!” Wally and Eddie both look terrified but are trying to hide their fear, unsuccessfully. Ebus looks at them, sees their fear, and looks horrified. Ebus hangs his head and says to himself, “This is what I’ve become. I’m so sorry.”
After Ebus leaves, Wally’s daughter cautiously approaches the party and says, “Thank-you. Mommy told Daddy that he and Uncle Eddie made this happen. Thank-you for making it not happen more.”
Most of the residents nod in appreciation and walk away, going back to their lives.
Precision says, “The guy without friends is going to need a friend after this,” and he begins walking to the jail.
Rohna, holding a sack with one of her chair’s arms, uses the others to begin picking up debris that washed into town. Lechlun and a few others nod and help.
Hadarai drops down in front of one of the party from a roof, hanging upside-down on a long silk scarf and smiling. With one hand, fae makes a grandiose gesture and says, “Well done! Here, I found this. Keep it as a memento!” Fae hands over a Ring of Water Breathing. The party member with the highest Wisdom (Perception) score will recognize the ring as one worn by Ebus when they first met him.
If the party stays in the city in the days following, they will notice Lechlun, Rohna, Emmara, Wally, and Eddie each going to visit Ebus in jail.
Characters
Ebus
Medium humanoid (tiefling), Chaotic Neutral
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
9 (-1) |
14 (+2) |
11 (+0) |
18 (+4) |
12 (+1) |
12 (+1) |
Saving Throws Int +7, Wis +4
Skills Arcana +7, History +7
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 11
Languages Aquan, Common, Infernal, Terran
Challenge 6 (2,300 XP)
Innate Spellcasting. Ebus’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: Thaumaturgy
1/day each: Hellish Rebuke, Darkness
Spellcasting. Ebus is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): Fire Bolt, Light, Mage Hand, Prestidigitation
1st level (4 slots): Mage Armor, Magic Missile, Protection from Evil and Good, Shield
2nd level (3 slots): Levitate, Misty Step
3rd level (3 slots): Counterspell, Fireball, Fly
4th level (3 slots): Conjure Minor Elemental, Ice Storm, Stoneskin
5th level (1 slot): Cone of Cold, Conjure Elemental
When anticipating combat, Ebus casts Mage Armor and Stoneskin and will use his reaction to cast Shield if attacked before his turn.
Actions
Aquatic Torrent (1/day). Ebus can fill with water a 20-foot-tall cylinder with a 40-foot radius centered on a point he chooses within 150 feet. The area is heavily obscured, and exposed flames in the area are doused.
The water moves suddenly and quickly through the area to the lowest elevation at a speed of 60 feet, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a DC 12 Dexterity saving throw. On a failed save, it takes 13 (3d8) bludgeoning damage, falls prone, and moves 60 ft. in the direction of the water’s current. On a successful save, the creature takes half damage.
If a creature is concentrating in the spell’s area, the creature must make a successful DC 12 Constitution saving throw or lose concentration.
If the water is in an open space, it will spread to half height and double the radius the second round on Ebus’s turn with the same effects on all within the area. By the third round, it dissipates enough to lose its force.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Mire Mephit
Small elemental, neutral evil
Armor Class 11
Hit Points 22 (5d6 + 5)
Speed 30 ft., fly 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
8 (-1) |
12 (+1) |
12 (+1) |
7 (-2) |
10 (+0) |
10 (+0) |
Skills Stealth +3
Damage Vulnerabilities bludgeoning
Damage Immunities piercing, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Aquan, Terran
Challenge 1/2 (100 XP)
Death Burst. When the mephit dies, it explodes in a burst of noxious mud. Each creature within 5 ft. of it must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.
Innate Spellcasting (1/Day). The mephit can innately cast Acid Arrow, requiring no material components. Its innate spellcasting ability is Charisma.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) acid damage.
Mire Breath (Recharge 6). The mephit exhales a 15-foot cone of noxious mud. Each creature in that area must make a DC 11 Constitution saving throw, taking 3 (1d6) poison damage and becoming incapacitated due to nausea for 1 round on a failed save, or half as much damage on a successful one.
Variant: Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
These small vaguely humanoid mud beings smell of stagnation and rise up from pools of mud to cause havoc. They lack wings and seem to fly by floating on mists of expelled miasma.
Mud Elemental
Large elemental, neutral
Armor Class 13 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., swim 60 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
20 (+5) |
12 (+1) |
18 (+4) |
5 (-3) |
10 (+0) |
8 (-1) |
Damage Vulnerabilities cold
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages Aquan, Terran
Challenge 5 (1,800 XP)
Fired Brick. If the elemental takes fire damage, it partially solidifies; it loses its swim speed, but its attacks cause an additional 8 (1d6 + 5) bludgeoning damage.
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.
Mud 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.
Actions
Multiattack. The elemental makes two slam attacks. If both attacks hit a Large or smaller target, the target is grappled (escape DC 15), and the elemental uses its Engulf on it.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Engulf. The elemental engulfs a Large or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 15 Constitution saving throw at the start of each of the elemental’s turns or take 14 (2d8 + 5) bludgeoning damage. If the elemental moves, the engulfed target moves with it. The elemental can have one Large creature or up to two Medium or smaller creatures engulfed at a time.
Deluge Dragon
Huge elemental, neutral
Armor Class14 (natural armor)
Hit Points161 (14d12 + 70)
Speed 30 ft., swim 90 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
20 (+5) |
14 (+2) |
20 (+5) |
10 (+0) |
12 (+1) |
14 (+2) |
Damage Vulnerabilities cold
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 11
Languages Aquan
Challenge 8 (3,900 XP)
Deluge. Each creature within 15-feet of the elemental that is prone and does not have a swim speed must succeed on a DC 15 Dexterity (Acrobatics) check to stand up. Any prone creature that fails this check and is unable to breathe water cannot breathe and takes an additional 4 (1d8) bludgeoning damage.
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.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.
Breath Weapon (Recharge 5–6). The elemental exhales a watery blast in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 45 (10d8) bludgeoning damage and being knocked prone on a failed save, or half as much damage and isn’t prone on a successful one.