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    Water Elemental, Medium

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

    Medium Water Elemental CR 3

    XP 800
    N Medium
    outsider (elemental, extraplanar, water)
    +1; Senses darkvision 60 ft.; Perception +5


    AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
    30 (4d10+8)
    +6, Ref +5, Will +1
    elemental traits


    Speed 20 ft., swim 90 ft.
    slam +7 (1d8+4)
    Special Attacks
    drench, vortex (DC 15,
    10–30 ft.), water mastery


    Str 16, Dex 12, Con 15, Int 4, Wis 11, Cha 11
    Base Atk
    +4; CMB +7; CMD 18
    Cleave, Power Attack
    Acrobatics +6, Escape Artist +6, Knowledge (planes) +2, Perception +5, Stealth +6, Swim +16


    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.