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Water Elemental, Greater (CR 9)

XP 6,400
N Huge Outsider (Water, Elemental, Extraplanar)
Init +5; Senses Darkvision 60 ft.; Perception +18

DEFENSE

AC 23, touch 14, flat-footed 17 (+5 dex, +1 dodge, +9 natural, -2 size)
hp 136 (13d10+65)
mp 50
Fort +13, Ref +15, Will +8
DR 10/-; Immune Water, elemental traits; Resist Fire 50%
Weakness Lightning

OFFENSE

Speed 20 ft., Swim 90 ft.
Melee 2 Slams +20 (2d8+9 plus 2d6 water damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Congeal Water, Drench, Vortex (Reflex DC 26, 10-60 ft.), Water Mastery
Spells Known (SC CL 13th, Concentration +19)

1st (DC 18) – Water
2nd (DC 19) – Water II
3rd (DC 20) – Water III, Watera

STATISTICS

Str 28, Dex 20, Con 21, Int 22, Wis 14, Cha 4
Base Atk +13; CMB +24; CMD 40
Feats Cleave, Combat Casting*, Dodge, Elemental Focus (Water), Great Cleave, Improved Bull Rush, Iron Will, Lightning Reflexes Power Attack
* Bonus Feat
Skills Acrobatics +18, Escape Artist +20, Knowledge (planes) +19, Perception +18, Stealth +10, Swim +30
Languages Aquan

SPECIAL ABILITIES

Congeal Water (Su)

Once every 1d6+1 rounds, the elemental can surround a creature in a thin layer of magically viscous water. A target that fails the Reflex save (DC 18) becomes entangled and must hold its breath or risk drowning. The target or an adjacent creature can spend a full-round action on its turn scraping off the clinging fluid, allowing a new Reflex save with a +2 bonus; otherwise, the effect lasts for 1d4 minutes. The save DC is Wisdom-based. Blue mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).

Drench (Ex)

The elemental’s touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel (caster level equals elemental’s HD).

Vortex (Su)

A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.

Water Mastery (Ex)

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 the ground, the element takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.