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

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)
Init
+1; Senses darkvision 60 ft.; Perception +5

 DEFENSE

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

 OFFENSE

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

 STATISTICS

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