Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Outsiders‎ > ‎Elementals‎ > ‎Elemental, Water‎ > ‎

Water Elemental, Greater

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

Greater Water Elemental CR 9

XP 6,400
N Huge
outsider (elemental, extraplanar, water)
+5; Senses darkvision 60 ft.; Perception +16


AC 23, touch 14, flat-footed 17 (+5 Dex, +1 dodge, +9 natural, –2 size)
123 (13d10+52)
+12, Ref +15, Will +4
10/—; Immune elemental traits


Speed 20 ft., swim 90 ft.
2 slams +20 (2d8+9)
15 ft.; Reach 15 ft.
Special Attacks
drench, vortex (DC 25, 10-60 ft.), water mastery


Str 28, Dex 20, Con 19, Int 8, Wis 11, Cha 11
Base Atk
+13; CMB +24; CMD 40
Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Sunder, Lightning Reflexes, Power Attack
Acrobatics +18, Escape Artist +20, Knowledge (planes) +12, Perception +16, Stealth +10, Swim +30


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.