AC: 12
HP: 57
Speed: 30ft walking, 60ft Swimming
STR: 14 (+2)
DEX: 12 (+1)
CON: 16 (+3)
INT: 5 (-3)
WIS: 10 (+0)
CHA: 8 (-1)
Damage Immunities: Poison
Damage Resistance: Acid, Bludgeoning, Piercing and Slashing damage from nonmagical weapons.
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconcious
Senses: Darkvision 60ft, Passive Percetion 10
Languages: Aquan
Freeze: If the Lesser Water Elemental takes cold damage, it partially freezes and its speed is reduced by half until the end of its next turn.
Water Form:The Lesser Water Elemental can enter a hostile creature's space and stop there, it can move through a space as narrow as 1 inch without squeezing. If the space is smaller than 1 Inch, the water elemental must make a Dexterity Check of 15 to successfully move through it.
Actions
Multiattack: The Lesser Water Elemental make two slam attacks.
Slam: Melee Weapon attack +5 to hit, reach 5ft, one target for 1d8+2 Bludgeoning Damage.
Whelm (2 charges): Each creature in the elemental's space must make a DC 12 Strength saving throw. On a failure, a target takes (1d4 + 2) bludgeoning damage. If it is Medium or smaller, it is also grappled (escape DC 12). 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 Medium creature or up to two small creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes (1d4 + 2) 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 12 Strength check and succeeding.