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Elemental (Water)

Source Pathfinder RPG Bestiary pg. 126
Thousands of gallons of water rise up to become a tentacled face, a bulbous body, and four long tentacular appendages.

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.

Creatures in Mythic "Elemental (Water)" Category

NameCRMR
Elder Water Elemental145

Elemental (Water), Elder Water Elemental

Mythic Elder Water Elemental CR 14/MR 5

Source Mythic Adventures pg. 196
XP 38,400
N Huge outsider (elemental, extraplanar, mythic, water)
Init +6; Senses darkvision 60 ft.; Perception +20

Defense

AC 30, touch 16, flat-footed 22 (+6 Dex, +2 dodge, +14 natural, –2 size)
hp 202 (16d10+114)
Fort +14, Ref +18, Will +6
DR 10/—; Immune elemental traits

Offense

Speed 20 ft., swim 90 ft.
Melee 4 slams +24 (2d10+10/18–20 plus grab)
Space 15 ft., Reach 15 ft.
Special Attacks drench, fast swallow, mythic power (5/day, surge +1d8), pressure wave, smother, swallow whole (2d10+10 bludgeoning damage, AC 14, 20 hp, DR 10/—), vortex (at will, 10–60 ft., 2d10+10 damage, DC 28), water mastery

Statistics

Str 30, Dex 22, Con 19, Int 12, Wis 13, Cha 11
Base Atk +16; CMB +28 (+30 bull rush or sunder, +32 grapple); CMD 48 (50 vs. bull rush or sunder)
Feats Cleave, DodgeM, Great Cleave, Improved Bull Rush, Improved Critical (slam)M, Improved Sunder, Lightning Reflexes, Power AttackM
Skills Acrobatics +25, Escape Artist +25, Knowledge (planes) +20, Perception +20, Sense Motive +20, Stealth +17, Swim +37
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 16th).

Pressure Wave (Su) A mythic water elemental can expend one use of mythic power to create a 60-foot-radius bust of pressurized water. Creatures in the area must attempt a DC 22 Fort save. Success means the creature is sickened for 1d4 rounds; failure means the creature is nauseated for 1d4 rounds and sickened for 1d4 rounds after that. If the elemental expends two uses of mythic power, creatures nauseated by this ability also take slam damage. Creatures with the aquatic or water subtypes are immune to this ability. The save DC is Constitution-based.

Swallow Whole (Ex) The elemental can use this ability on a creature it has grabbed. If a trapped creature cuts itself free, the hole heals itself closed at the start of the elemental’s next turn, allowing it to use swallow whole again.

Vortex (Su) A water elemental can create a whirlpool as a standard action, at will (as a whirlwind [Bestiary 306], but only underwater and cannot leave the water).

Water Mastery (Ex) If a water elemental and its opponent are touching water, the elemental gains a +1 bonus on attack rolls, damage rolls, and bull rush and overrun combat maneuver checks. If it or the opponent are touching the ground, the elemental takes a –4 penalty on attack rolls, on damage rolls, and to its CMD to resist bull rush and overrun attempts.

Description

A mythic water elemental comes from the unknowable depths of its home plane, predating the current civilizations and gods. A witness to ancient and bizarre acts of life-creation, it is unconcerned about the interests of mortal creatures.