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.

large
elemental
cr7
strongholds-and-followers