This translucent creature’s shape shifts between a spinning column of water and a crashing wave.
Medium Water Elemental CR 3
XP 800
N Medium outsider (elemental, extraplanar, water)
Init +1; Senses darkvision 60 ft.; Perception +5
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 30 (4d10+8)
Fort +6, Ref +5, Will +1
Immune elemental traits
Speed 20 ft., swim 90 ft.
Melee slam +7 (1d8+4)
Special Attacks drench, vortex (DC 15, 10â30 ft.), water mastery
Str 16, Dex 12, Con 15, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +7; CMD 18
Feats Cleave, Power Attack
Skills Acrobatics +6, Escape Artist +6, Knowledge (planes) +2, Perception +5, Stealth +6, Swim +16
Languages Aquan
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).
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.
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 â4 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.
Environment any (Plane of Water)
Organization solitary, pair, or gang (3â8)
Treasure none
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 âarmsâ to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water.