Large elemental, Neutral
| Armor Class | 13 |
|---|---|
| Hit Points | 58 (9d10 + 9) |
| Speed | 0 ft., swim 60 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 16 (+3) | 13 (+1) | 11 (+0) | 10 (+0) | 10 (+0) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | fire; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | poison |
| Condition Immunities | exhaustion; grappled; paralyzed; poisoned; restrained; prone; unconscious |
| Senses | blindsight 30 ft., passive Perception 10 |
| Languages | understands Aquan but doesn't speak |
| Challenge | 3 |
Kellikilli is invisible while fully immersed in water.
Kellikilli dies if it leaves the water to which it is bound or if that water is destroyed.
Melee Attack Roll: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward Kellikilli. Until this grapple ends, the target is restrained, Kellikilli tries to drown it, and Kellikilli can't constrict another target.