Source Pathfinder RPG Bestiary pg. 126 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 AquanEcologyEnvironment any (Plane of Water) Organization solitary, pair, or gang (3–8) Treasure noneSpecial 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.MembersElder Water Elemental (CR 11), Greater Water Elemental (CR 9), Huge Water Elemental (CR 7), Large Water Elemental (CR 5), Medium Water Elemental (CR 3), Small Water Elemental (CR 1)Mythic MembersElder Water Elemental (CR 14; MR 5)
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