Greater Water Elemental

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Greater Water Elemental (CR 17)

Neutral - Huge - Outsider (Elemental, Water)
Lore: Know (Planes)
32 49
Basic DC Full DC
Initiative
Initiative Icon 2.png
30
Perception:
38 +28
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
40
Man Def
Shield Icon 3.png
42
Monster Health
611 305 32
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +19
Refl: +19
Will: +11

Strong Against:

Weak Against:

Offense

Size: Huge
15 ft. 15 ft.
Space Reach
To-Hit
+25
Sword Icon 3.png
Man Off
+30
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Riptide +25 (4d8+17/19-20 x2)
    as slashing (physical, common)

Full Attack (Melee):

  • 3x Riptide +25 (4d8+17/19-20 x2)
    as slashing (physical, common)

Standard Attack (Ranged):

  • 1x Water Jet +25 (4d8+17/19-20 x2)
    as cold (energy, common)
    (Increment: 60 ft.; Max Range: 300 ft.)

Full Attack (Ranged):

  • 3x Water Jet +25 (4d8+17/19-20 x2)
    as cold (energy, common)
    (Increment: 60 ft.; Max Range: 300 ft.)

Siege Damage: Not siege capable

Statistics

22
STR
22
DEX
18
CON
5
INT
13
WIS
13
CHA

Skills:

Languages: Aquan

Feats:

Special Abilities

Undertow (Su) Full Attack Action

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 4d8+17 points of winded (physical, uncommon) 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 27 for half damage from Undertow, but they are always moved unless they can resist the entire distance of the forced move.

Shapeless (Su) Always On

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.

Greater Water Elemental

Greater Water Elemental

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.

Combat Tactics

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. They will use five foot steps to force opponents to close and gain attacks of opportunity with their reach. They will also use their Shapeless ability to squeeze themselves into smaller areas to open up the range where advantageous. Water elementals are as fearless and aggressive as fire elementals once the fight has begun and will never retreat voluntarily.

Out of Combat

Rewards

XP: 102,400

Treasure: Sellable Goods worth 51,444 gp.

Weight: 170 lbs.     Volume: 6.8 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
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
### Nothing to see here!
### Or here. Move along.
Table 2: 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
### Or here. Move along.
Table 3: 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)