b'Water Elementalist \n'b'  Medium   humanoid ,  any  \n'b'  Armor Class  17 (water shields)  Hit Points  97 (13d8 + 39)  Speed  30 ft., swim 30 ft.\n'b' STATS STR: 13 (+1) DEX:  17 (+3)  CON:  16 (+3)  INT:  15 (+2)  WIS:  12 (+1)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +7,  Int  +6  Skills   Arcana  +6,  Perception  +5  Senses   darkvision  60 ft., passive  Perception  15  Languages  Aquan, Common  Challenge  9 (5,000 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The elementalist can breathe air and water. \n'b'  Elemental Conduit . Whenever the elementalist takes an action, it may take that action as if it were in the space of a willing  elemental  creature of the elementalist\xe2\x80\x99s choice. To do so, the elementalist must be within 60 feet of the chosen elemental and be able to see it, and the chosen elemental must be native to the water plane. \n'b'  Liquid Form . Whenever the elementalist is dealt bludgeoning, piercing, or slashing damage, unless it\xe2\x80\x99s  incapacitated , its body instinctively becomes like water, granting it  resistance  to bludgeoning, piercing, and slashing damage until the start of its next turn (including against the triggering source). \n'b'  Water Walk . The elementalist can walk across any liquid surface\xe2\x80\x94such as water, acid, mud, snow, quicksand, or lava\xe2\x80\x94as if it were harmless solid ground. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The elementalist uses Geyser, which it can replace with a use of Forceful Wave or Spellcasting. It then makes two Water Jet attacks. \n'b'  Water Jet .  Melee Weapon Attack : +7 to hit, reach 15 ft., one target.  Hit : 17 (5d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15  Constitution  saving throw or be  blinded  until the start of the elementalist\xe2\x80\x99s next turn. \n'b'  Geyser . The elementalist causes a geyser of water to shoot up into the air at a point that it can see within 60 feet of it. Until the start of the elementalist\xe2\x80\x99s next turn, a 10-foot-radius, 30-foot-high cylinder of water shoots into the air there. When the cylinder appears, each creature in it must make a DC 15  Dexterity  saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cylinder. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failure, a creature is pushed into the nearest unoccupied space at the top of the cylinder and is held aloft there until the effect ends. While held aloft by the cylinder, a creature is  restrained . When the effect ends, the cylinder of water vanishes and any creature held aloft by it falls. \n'b'  Forceful Wave (Recharge 4-6) . The elementalist sends out a wave of water in a 30-foot-line line that\xe2\x80\x99s up to 20 feet wide. Each creature caught in the area must make a DC 15  Dexterity  saving throw. On a failure, a creature takes 19 (3d12) bludgeoning damage, is pushed 15 feet in a straight line away from the elementalist, and is knocked  prone . On a success, a creature takes half as much damage and suffers no further effect. \n'b'  Spellcasting . The elementalist casts one of the following spells, using  Constitution  as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b'  At will :  create or destroy water  \n'b'  3/day :  control water'