Pillar of Water
Large elemental, neutral
Armor Class
13 (natural armor)
Hit Points
149 (13d10 + 78)
Speed
30 ft.
STR
18 (+4)
DEX
5 (-3)
CON
22 (+6)
INT
11 (+0)
WIS
15 (+2)
CHA
11 (+0)
Damage Immunities
poison
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
exhaustion, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 15
Saving Throws
Str +7, Con +9
Languages
Aquan
Challenge
7 (2,900 XP)
Constant Flood. Enemies beginning their turn within 15 feet of the Pillar must make a DC 15 Strength check or be pushed 10 feet away from the Pillar. The ground within 15 feet of the Pillar is difficult terrain for all enemies attempting to move toward the Pillar.
Geyser. When summoned, the Pillar of Water appears in a 10-by-10-foot space. All creatures in that area must make Dexterity saving throws. On a failure, a creature is suspended in the column of water. On a success, a creature is pushed to an empty space adjacent to the Pillar.
Up to four Medium creatures, or one Large creature, can be contained in the Pillar. Creatures suspended in the Pillar can’t breathe unless they can breathe water, are restrained, and take 21 (6d6) bludgeoning damage at the start of each of the Pillar’s turns.
As an action, a restrained creature can make a DC 15 Strength (Athletics) check. On a success, it escapes from the column of water.
Actions
Reform. As a bonus action, the Pillar disappears, depositing any suspended creatures on the ground, prone. On its summoner’s next turn, it appears again anywhere within 60 feet of the summoner.