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    Water Elemental, Large

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

    Large Water Elemental CR 5

    XP 1,600
    N Large
    outsider (elemental, extraplanar, water)
    +2; Senses darkvision 60 ft.; Perception +9


    AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, –1 size)
    68 (8d10+24)
    +9, Ref +8, Will +2
    5/—; Immune elemental traits


    Speed 20 ft., swim 90 ft.
    2 slams +12 (1d8+5)
    10 ft.; Reach 10 ft.
    Special Attacks
    drench, vortex (DC 19,
    10–40 ft.), water mastery


    Str 20, Dex 14, Con 17, Int 6, Wis 11, Cha 11
    Base Atk
    +8; CMB +14; CMD 27
    Cleave, Dodge, Great Cleave, Power Attack
    Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, Perception +9, Stealth +5, Swim +24


    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.