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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)
Init
+5; Senses darkvision 60 ft.; Perception +16

 DEFENSE

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

 OFFENSE

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

 STATISTICS

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