Advanced search options

Elemental:Water Elemental, Greater
Size & Type (subtype):Huge Elemental (Water)Hit Dice:21d8+105 (199)
Initiative:   +5 (Dex)   Speed:   20 ft., swim 90 ft.  
Armor Class:   22 (-2 size, +5 Dex, +9 natural)   Attacks:   Slam +21/+16/+11 melee  
Damage:   Slam 2d10+12   Face and Reach:   10 ft. by 5 ft./15 ft.  
Special Attacks:   Water mastery, drench, vortex   Special Qualities:   Elemental, damage reduction 10/+2, fire immunity  
Saving Throws  Fortitude: 17  
Reflex: 12  
Will: 7  
Abilities:   Str: 26
Dex: 20
Con: 21
Int: 6
Wis: 11
Cha: 11
Skills:   Listen +23, Spot +23   Feats:   Cleave, Great Cleave, Improved Critical (slam), Power Attack, Sunder  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary  
Challenge Rating:   9   Challenge Rating Value:   9  
Treasure:   None   Alignment:   Usually neutral  
Advancement:   22-23 HD (Huge)  

Description:  

A greater water elemental is 36 feet high and weighs 21,000 lbs.

Water elementals speak Aquan but rarely choose to do so.

Combat

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Water Mastery (Ex): A water elemental gains a +1 attack and damage bonus if both it and its opponent touch water. If the opponent or elemental is landbound, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. The elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the elemental's HD total.

Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is DC 26, damage 2d8, and up to 60 feet high.
The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.
Creatures one or more sizes smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed at a Reflex save when it comes into contact with the vortex or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002