Medium Water Elemental (CR 3)
Neutral - Medium - Outsider (Elemental)
- Whether a patch of odd crystals in a ruined corridor, a pool of oddly turbulent water in a forest grove, a roaring breeze even indoors, or a cozy campfire with malevolent eyes, elementals can be found almost anywhere. Many elementals are spontaneous manifestations, creatures of elemental nature that have arisen from either natural or unnatural circumstance. Other elementals are deliberately made things, summoned or created by those with malevolent purpose, set as immortal guardians or stalkers of the world.
- Elementals may be fairly common or quite rare, depending upon the setting. In all cases, elementals provide plenty of challenges and fun for those heroic enough to face them.
- Water is the most mutable of material, so it is fitting that water elementals have no real 'shape' at all, merely being a mass of water, impossibly coherent and suspended against the pull of gravity, moving with savage speed and deadly effectiveness to drag you under and drown you.
- Water elementals can be very hard to spot, as they lurk in larger bodies of water. Once they begin to act, however, they are distinct, the turbulence of their motions and the deadly menace of their attention making them easy to single out.
- A Medium water elemental is 8 feet long and weighs 434 pounds.
- Init: +6
- Ambush Chance: 10+ on d20 (req's 1 minute prep)
- AC: 18
- Maneuver Defense (MD): 18
- Hit Points: 37 (Bloodied Value: 18) Hit Dice: 4
- Fort: +3 Refl: +6 Will: +0
- Special Defenses:
- Strong Against:
- (Elemental 1) Hardened (½ damage): precision damage, critical hits
- (Elemental 2) Immune (no effect): bleeds (bruised, bleed, ruptured), poisons (tainted, poisoned, blighted).
- (Elemental 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- Immune (no effect): Cold (energy, common) damage
- Weak Against:
- Space / Reach: 5 ft. / 5 ft.
- Standard Attack:
- 1x Riptide +8 (1d8/19-20 x2) as slashing (physical, common)
- Full Attack:
- 3x Riptide +8 (1d8/19-20 x2) as slashing (physical, common)
- Standard Ranged:
- 1x Water Jet +8 (1d8/19-20 x2) as cold (energy, common) (Increment: 30 ft.; Max Range: 150 ft.)
- Full Ranged:
- 3x Water Jet +8 (1d8/19-20 x2) as cold (energy, common) (Increment: 30 ft.; Max Range: 150 ft.)
- Maneuver Offense: +6
- Siege Damage: Not siege capable
- Str: 14 Dex: 16 Con: 12 Int: 4 Wis: 11 Cha: 11
- Languages: Aquan
- Once per encounter as a full attack action, the elemental may move up to twice its Walk or Swim speed without provoking attacks of opportunity. It may move through or into enemies' spaces during this movement, and any creature or creatures its size or smaller whose space fully overlaps the elemental's space during this movement is affected by Undertow.
- Creatures who are affected by Undertow are swept along to the end of the elemental's move, take 1d8 points of cold (energy, common) damage, and are then dropped into any unblocked, unoccupied space adjacent to the elemental (elemental's choice). If there is no legal space to drop a creature, or they partially resist the forced movement distance, they are instead left behind in the path of the elemental in the closest legal space to the elemental's ending position.
- Creatures may make a Reflex saving throw against a DC of 15 for half damage from Undertow, but they are always moved unless they can resist the entire distance of the forced move.
- The elemental does not have a fixed shape and may squeeze as though two size categories smaller than its normal size without incurring any penalties.
- Water elementals are perfectly capable of attacking outside of water, but they don't like it one bit. If at all possible they will lurk in water, wait for victims to approach the water, and then lunge out to use their Undertow ability. They will then double back into the water and drop their victims and kill them at their leisure.
- It's a simple tactic, but a really nasty one.
- If they are unable to attack in water, they will use Undertow as early as possible to scatter their victims and then get to work with Riptide and Water Jet. Water elementals are as fearless and aggressive as fire elementals once the fight has begun and will never retreat voluntarily.
Out of Combat
- Water Elementals are rarely on the Prime Material plane unless summoned. In those cases, they are bound to the service of their summoner for some period of time (often until sunset or dawn of the same day, though sometimes as long as a year and a day, in the case of powerful bindings). Those who gain access to the Prime Material plane by themselves, or escape a binding rarely survive for more than a few weeks, as this plane is largely arid and enervating to them.
- In many cases, these unbound elementals achieve a kind of insanity before fading out, usually in their last few days before dying in this very inhospitable environment so far from their home.
- XP: 800
- Treasure: Sellable Goods worth 813 gp.
- Weight: 30 lbs. Volume: 1.2 cu. ft.
- Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20: Result Remnant Found (If Any) 1 - 10 Nothing Found 11 - 14 1 Languid Remnant (tier 1) 15 - 17 1 Pale Remnant (tier 2) 18 - 19 1 Bright Remnant (tier 3) 20 Roll on Table 2 Table 2: Roll a d20: Result Remnant(s) Found 1 - 5 3 Languid Remnants (tier 1) 6 - 10 3 Pale Remnants (tier 2) 11 - 14 1 Intense Remnant (tier 4) 15 - 17 1 Blazing Remnant (tier 5) 18 - 19 1 Vital Remnant (tier 6) 20 Roll on Table 3 Table 3: Roll a d20: Result Remnant(s) Found 1 - 5 3 Bright Remnants (tier 3) 6 - 8 3 Intense Remnants (tier 4) 9 - 11 3 Blazing Remnants (tier 5) 12 - 14 3 Vital Remnants (tier 6) 15 - 17 1 Prime Remnant (tier 7) 18 - 19 1 Mythic Remnant (tier 8) 20 1 Empyrean Remnant (tier 9)