Water Elemental Weakness at Teresa Cochran blog

Water Elemental Weakness. +7 to hit, reach 5 ft., one target. Each creature in the elemental's space must make a dc 15 strength saving throw. A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. Each creature in the elemental's space must make a dc 15 strength. If the opponent or the elemental is touching. +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental. Each creature in the elemental's space must make a dc 15 strength saving throw. 13 (2d8 + 4) bludgeoning damage. At the start of each of the elemental’s turns, each target grappled by it takes 14 (2d8 + 5) bludgeoning damage. Wind spells are generally more effective against ghosts and some ghostly. 13 (2d8 + 4) bludgeoning damage. 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.

Wo Long elemental damage chart Five Phases strengths and weaknesses
from www.polygon.com

At the start of each of the elemental’s turns, each target grappled by it takes 14 (2d8 + 5) bludgeoning damage. Wind spells are generally more effective against ghosts and some ghostly. Each creature in the elemental's space must make a dc 15 strength. 13 (2d8 + 4) bludgeoning damage. If the opponent or the elemental is touching. +7 to hit, reach 5 ft., one target. Each creature in the elemental's space must make a dc 15 strength saving throw. 13 (2d8 + 4) bludgeoning damage. Each creature in the elemental's space must make a dc 15 strength saving throw. The elemental weaknesses are generally grouped in a few categories.

Wo Long elemental damage chart Five Phases strengths and weaknesses

Water Elemental Weakness At the start of each of the elemental’s turns, each target grappled by it takes 14 (2d8 + 5) bludgeoning damage. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. Each creature in the elemental's space must make a dc 15 strength saving throw. Each creature in the elemental's space must make a dc 15 strength saving throw. +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. At the start of each of the elemental’s turns, each target grappled by it takes 14 (2d8 + 5) bludgeoning damage. 13 (2d8 + 4) bludgeoning damage. Wind spells are generally more effective against ghosts and some ghostly. A creature within 5 feet of the elemental. +7 to hit, reach 5 ft., one target. Each creature in the elemental's space must make a dc 15 strength. The elemental weaknesses are generally grouped in a few categories. A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching. +7 to hit, reach 5 ft., one target.

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