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Elemental (Water), Huge Water Elemental

Huge Water Elemental CR 7

Source Pathfinder RPG Bestiary pg. 126
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), 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

Ecology

Environment any (Plane of Water)

Water elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage.

As with other elementals, all water elementals have their own unique shapes and appearances. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave “arms” to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water.

Elemental Height Weight Vortex Save DC Vortex Height
Small4 ft.34 lb.1310–20 ft.
Medium8 ft.280 lbs.1510–30 ft.
Large16 ft.2,250 lbs.1910–40 ft.
Huge32 ft.18,000 lbs.2210–50 ft.
Greater36 ft.21,000 lbs.2510–60 ft.
Elder40 ft.24,000 lbs.2810–60 ft.

Creatures in "Elemental (Water)" Category

NameCR
Elder Water Elemental11
Greater Water Elemental9
Huge Water Elemental7
Large Water Elemental5
Medium Water Elemental3
Small Water Elemental1

Elemental (Water)

Source Pathfinder RPG Bestiary pg. 126
This translucent creature’s shape shifts between a spinning column of water and a crashing wave.

An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. An elemental has the following features.
  • Immunity to bleed, paralysis, poison, sleep effects, and stunning.
  • Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
  • Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
  • Elementals do not breathe, eat, or sleep.
Languages Aquan

Ecology

Environment any (Plane of Water)
Organization solitary, pair, or gang (3–8)
Treasure none

Special Abilities

Drench (Ex) The elemental's touch puts out nonmagical 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.