Name | Large Water Elemental |
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Sorted Name | Water Elemental, Large |
Family | Elemental |
Size and Type | Large Outsider (elemental, extraplanar, water) |
Hit Dice Count | 8 |
Hit Dice | 8d10+24 (68 hp) |
Random Hit Points | 8d10+24 - 24 |
Initiative | +2 |
Speed | 20 ft., swim 90 ft. |
Armor Class | 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, -1 size) |
Base Attack/Grapple | +8/+CMB: +14CMD: 27 |
Attack | 2 slams +12 (1d8+5) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | drench, vortex (DC 19), water mastery |
Special Qualities | darkvision 60 ft.; |
Saves | Fort +9, Ref +8, Will +2 |
Abilities | Str 20, Dex 14, Con 17, Int 6, Wis 11, Cha 11 |
Skills | Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, Perception +9, Stealth +5, Swim +24 |
Feats | Cleave, Dodge, Great Cleave, Power Attack |
Environment | any (Plane of Water) |
Challenge Rating | 5 |
Organization | solitary, pair, or gang (3-8) |
Treasure | none |
Alignment | N |
Version | PRPG-O |
Sources | Pathfinder RPG (Open) |
Elemental, WaterThis translucent creature's shape shifts between a spinning column of water and a crashing wave.Large Water Elemental CR 5 XP 1,600N Large outsider (elemental, extraplanar, water)Init +2; Senses darkvision 60 ft.; Perception +9DEFENSEAC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, -1 size)hp 68 (8d10+24)Fort +9, Ref +8, Will +2DR 5/-; Immune elemental traitsOFFENSESpd 20 ft., swim 90 ft.Melee 2 slams +12 (1d8+5)Space 10 ft.; Reach 10 ft.Special Attacks drench, vortex (DC 19), water masterySTATISTICSStr 20, Dex 14, Con 17, Int 6, Wis 11, Cha 11Base Atk +8; CMB +14; CMD 27Feats Cleave, Dodge, Great Cleave, Power AttackSkills Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, Perception +9, Stealth +5, Swim +24Languages AquanECOLOGYEnvironment any (Plane of Water)Organization solitary, pair, or gang (3-8)Treasure noneSPECIAL ABILITIESDrench (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 (see page 306), 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.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.
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Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
The Open content displayed above has been reproduced without permission from the copyright holder.
Attacks: 2 slams +12 (1d8+5), or
feats: CLEAVE, DODGE, GREAT CLEAVE, POWER ATTACK, ,