Elder Water Elemental |
CR 11 |
XP 12,800
N Huge outsider (elemental, extraplanar, water)
Init +6; Senses darkvision 60 ft.; Perception +19
DEFENSE
AC 24, touch 15, flat-footed 17 (+6 Dex, +1 dodge, +9 natural, –2 size)
hp 152 (16d10+64)
Fort +14, Ref +18, Will +5
DR 10/—; Immune elemental traits
OFFENSE
Speed 20 ft., swim 90 ft.
Melee 2 slams +24 (2d10+10/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks drench, vortex (DC 28, 10-60 ft.), water mastery
STATISTICS
Str 30, Dex 22, Con 19, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +28; CMD 45
Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Lightning Reflexes, Power Attack
Skills Acrobatics +25, Escape Artist +25, Knowledge (planes) +19, Perception +19, Stealth +17, Swim +37
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.