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    Water Elemental, Huge

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

    Huge Water Elemental CR 7

    XP 3,200
    N Huge
    outsider (elemental, extraplanar, water)
    Init
    +4; Senses darkvision 60 ft.; Perception +13

     DEFENSE

    AC 21, touch 13, flat-footed 16 (+4 Dex, +1 dodge, +8 natural, –2 size)
    hp
    95 (10d10+40)
    Fort
    +11, Ref +11, Will +3
    DR
    5/—; Immune elemental traits

     OFFENSE

    Speed 20 ft., swim 90 ft.
    Melee
    2 slams +15 (2d6+7)
    Space
    15 ft.; Reach 15 ft.
    Special Attacks
    drench, vortex (DC 22 10-60 ft.), water mastery

     STATISTICS

    Str 24, Dex 18, Con 19, Int 6, Wis 11, Cha 11
    Base Atk
    +10; CMB +19; CMD 34
    Feats
    Cleave, Dodge, Great Cleave, Improved Bull Rush, Power Attack
    Skills
    Acrobatics +11, Escape Artist +15, Knowledge (planes) +7, Perception +13, Stealth +3, Swim +26
    Languages
    Aquan

     SPECIAL ABILITIES

    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.