Water Elemental Small

N Small outsider (elemental, extraplanar, water)
Init +0; Senses darkvision 60 ft.; Perception +4

AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0
Immune elemental traits

Speed 20 ft., swim 90 ft.
Melee slam +5 (1d6+3)
Special Attacks drench, vortex (DC 13, 10–20 ft.), water mastery


Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 13
Feats Power Attack
Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14
Languages Aquan

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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