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.