Elemental (Water), Elder Water ElementalElder Water Elemental CR 11Source Pathfinder RPG Bestiary pg. 127 XP 12,800 N Huge outsider (elemental, extraplanar, water) Init +6; Senses darkvision 60 ft.; Perception +19DefenseAC 24, touch 15, flat-footed 17 (+6 Dex, +1 dodge, +9 natural, –2 size) hp 152 (16d10+64) Fort +14, Ref +18, Will +5 DR 10/—; Immune elemental traitsOffenseSpeed 20 ft., swim 90 ft. Melee 2 slams +24 (2d10+10/19–20) Space 15 ft., Reach 15 ft. Special Attacks drench, vortex (DC 28), water masteryStatisticsStr 30, Dex 22, Con 19, Int 10, Wis 11, Cha 11 Base Atk +16; CMB +28; CMD 45 Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Lightning Reflexes, Power Attack Skills Acrobatics +25, Escape Artist +25, Knowledge (planes) +19, Perception +19, Stealth +17, Swim +37EcologyEnvironment any (Plane of Water)
Water elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage.
As with other elementals, all water elementals have their own unique shapes and appearances. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave “arms” to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water.
Elemental | Height | Weight | Vortex Save DC | Vortex Height | Small | 4 ft. | 34 lb. | 13 | 10–20 ft. | Medium | 8 ft. | 280 lbs. | 15 | 10–30 ft. | Large | 16 ft. | 2,250 lbs. | 19 | 10–40 ft. | Huge | 32 ft. | 18,000 lbs. | 22 | 10–50 ft. | Greater | 36 ft. | 21,000 lbs. | 25 | 10–60 ft. | Elder | 40 ft. | 24,000 lbs. | 28 | 10–60 ft. |
Creatures in "Elemental (Water)" CategorySource Pathfinder RPG Bestiary pg. 126 This translucent creature’s shape shifts between a spinning column of water and a crashing wave.
An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. An elemental has the following features.- Immunity to bleed, paralysis, poison, sleep effects, and stunning.
- Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
- Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
- Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
- Elementals do not breathe, eat, or sleep.
Languages AquanEcologyEnvironment any (Plane of Water) Organization solitary, pair, or gang (3–8) Treasure noneSpecial Abilities Drench (Ex) The elemental's touch puts out nonmagical 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.
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