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    Water Elemental, Elder

    This translucent creature's shape shifts between a spinning column of water and a crashing wave.

    Elder Water Elemental CR 11

    XP 12,800
    N Huge
    outsider (elemental, extraplanar, water)
    +6; Senses darkvision 60 ft.; Perception +19


    AC 24, touch 15, flat-footed 17 (+6 Dex, +1 dodge, +9 natural, –2 size)
    152 (16d10+64)
    +14, Ref +18, Will +5
    10/—; Immune elemental traits


    Speed 20 ft., swim 90 ft.
    2 slams +24 (2d10+10/19–20)
    15 ft.; Reach 15 ft.
    Special Attacks
    drench, vortex (DC 28, 10-60 ft.), water mastery


    Str 30, Dex 22, Con 19, Int 10, Wis 11, Cha 11
    Base Atk
    +16; CMB +28; CMD 45
    Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Lightning Reflexes, Power Attack
    Acrobatics +25, Escape Artist +25, Knowledge (planes) +19, Perception +19, Stealth +17, Swim +37


    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 magic (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 elemental 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.