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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)
Init
+2; Senses darkvision 60 ft.; Perception +9

 DEFENSE

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

 OFFENSE

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

 STATISTICS

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