Water Elemental Huge
HugeWater_zps9088222d.jpg

CR 7
XP 3,200
N Huge outsider (elemental, extraplanar, water)
Init +4; Senses darkvision 60 ft.; Perception +13

DEFENSE

AC 21, touch 13, flat-footed 16 (+4 Dex, +1 dodge, +8 natural, –2 size)
hp 95 (10d10+40)
Fort +11, Ref +11, Will +3
DR 5/—; Immune elemental traits

OFFENSE

Speed 20 ft., swim 90 ft.
Melee 2 slams +15 (2d6+7)
Space 15 ft.; Reach 15 ft.
Special Attacks drench, vortex (DC 22 10-60 ft.), water mastery

STATISTICS

Str 24, Dex 18, Con 19, Int 6, Wis 11, Cha 11
Base Atk +10; CMB +19; CMD 34
Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Power Attack
Skills Acrobatics +11, Escape Artist +15, Knowledge (planes) +7, Perception +13, Stealth +3, Swim +26
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.

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