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Primal Water Elemental

Primal Water Elemental
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Appearance: Primal Water Elementals are colossal beings of pure water, towering over the seas with their immense form and churning waves. They appear as swirling masses of water, with glowing orbs of aquamarine light dancing within their depths, giving the impression of eyes amidst the cascading waves. Their form constantly shifts and undulates, reflecting the ebb and flow of the ocean currents.

Behavior: Primal Water Elementals are ancient and enigmatic guardians of the ocean depths. While they possess some level of intelligence, their motivations and behavior are often inscrutable to mortal beings. They are fiercely protective of their domain, defending the seas and the creatures within them with relentless determination. However, they are not inherently hostile and may sometimes aid those who respect the balance of the aquatic realm.

Habitat: Primal Water Elementals inhabit the deepest and most remote regions of the oceans, far from the reach of mortal civilizations. They dwell amidst the churning depths, where the pressure is greatest and the currents are strongest. Rarely seen near the surface, they prefer to roam the abyssal depths where they are free to roam and protect their domain undisturbed.

Modus Operandi: Primal Water Elementals wield their mastery over water to devastating effect, unleashing powerful tidal forces and manipulating the currents to their advantage. They can create whirlpools, summon massive waves, and conjure storms at will, wreaking havoc upon any who dare to challenge them. In combat, they rely on their immense strength and agility to overwhelm their foes, crushing ships and dragging unwary sailors to a watery grave.

Motivation: The motivations of Primal Water Elementals are shrouded in mystery, but they are driven by a deep connection to the elemental forces of water and a fierce loyalty to the ocean depths. They are guardians of the aquatic realm, entrusted with protecting the delicate balance of life beneath the waves. While they may sometimes aid or hinder mortals depending on their actions, their ultimate allegiance lies with the primal forces of nature.

  • Primal Water Elemental 5e
  • Primal Water Elemental 3.5
Primal Water Elemental
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Colossal Elemental, Neutral

Armor Class: 21 (Natural Armor)

Hit Points: 420 (24d12 + 168)

Speed: 0 ft., Swim 90 ft.

28 (+9)14 (+2)24 (+7)5 (-3)10 (+0)10 (+0)

Saving Throws: Str +16, Con +14, Wis +8

Damage Resistances: Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Poison

Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses: Blindsight 120 ft., Darkvision 60 ft., Passive Perception 15

Languages: Aquan

Challenge: 20 (25,000 XP)

Water Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Siege Monster. The elemental deals double damage to objects and structures.

Whelm (Recharge 4-6). Each creature in the elemental’s space must make a DC 22 Strength saving throw. On a failure, a target takes 55 (10d10) bludgeoning damage and is restrained until the grapple ends. On a success, the target takes half the damage and isn’t restrained.


Slam. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 33 (6d8 + 6) bludgeoning damage.

Legendary Actions

The Primal Water Elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The elemental regains spent legendary actions at the start of its turn.

  • Whelm (Costs 2 Actions). The elemental makes a Whelm attack if it can, or it moves up to half its speed.
  • Water Form (Costs 3 Actions). The elemental moves through a space as narrow as 1 inch wide without squeezing.

Regional Effects

  1. Torrential Rainfall: Within 1 mile of the Primal Water Elemental’s presence, the weather becomes stormy and intense rainfall occurs. This rainfall is unnatural, persisting even in areas where rain is rare or nonexistent. The downpour reduces visibility, making it difficult to see beyond 30 feet, and it causes flooding in low-lying areas, creating difficult terrain.
  2. Heightened Aquatic Activity: Bodies of water within 6 miles of the elemental become unusually turbulent, with waves crashing against the shoreline and currents growing stronger. Marine life becomes agitated and frenzied, with fish leaping from the water and aquatic predators becoming more active. Swimmers and boats may find it difficult to navigate these treacherous waters.
  3. Mystical Disturbances: The presence of the Primal Water Elemental disrupts magical energies in the surrounding area. Spells and magical effects related to water or weather become more potent and unpredictable, with heightened chances of success or unexpected outcomes. Additionally, magic that controls or manipulates water, such as control water or shape water, may behave erratically or intensify beyond the caster’s control.
Primal Water Elemental
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A primal water elemental can’t venture more than 360 feet from the body of water from which it emerged.

Water elementals speak Aquan.

Water Elemental, Primal
Colossal Elemental (Water, Extraplanar)
Hit Dice64d8+640 (1,048 hp)
Initiative+14 (Dexterity)
Speed20 ft., Swim 90 ft.
AC64 (–8 size, +14 Dexterity, +48 natural)
Base Attack/Grapple+48/+80
AttackSlam +57 (4d10+24/19-20)
Full Attack2 slam +57 (4d10+24/19-20)
Space/Reach30 ft./30 ft.
Special AttacksWater mastery, drench, vortex
Special QualitiesElemental traits, DR 15/–, SR 42
SavesFort +46, Ref +21, Will +28
AbilitiesStrength 42, Dexterity 38, Constitution 31, Intelligence 8, Wisdom 13, Charisma 13
SkillsJump +7, Listen +57, Spot +48, Swim +19
FeatsAlertness, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical (slam), Improved Sunder, Iron Will, lightning reflexes, Power Attack, Weapon Focus (slam)
Epic FeatsDevastating Critical (slam), Epic Prowess (x2), Epic Toughness (x6), Epic Will, Overwhelming Critical (slam)
Climate/TerrainAny land
Challenge Rating35
AlignmentUsually neutral
Advancement65–288 HD (Colossal)


wave, tsunami, manipulation

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

Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or elemental is land-bound, the elemental takes a ·4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A primal water elemental can be a serious threat to a ship that crosses its path. It can easily overturn even large craft (ships of up to 5 feet in length per Hit Dice of the elemental) and stop massive vessels (ships of less than 10 feet in length per HD). Even ocean-going behemoths (ships of less than 20 feet in length per HD) can be slowed to half speed.

Drench (Ex): The elementals touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are Gargantuan or smaller. The creature can dispel magical fire it touches as dispel magic cast by a caster whose level equals the elementals HD total (64).

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 (48 rounds).

In vortex form, the elemental can move through the water or along the bottom at its Swim speed. The vortex is 5 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet. Gargantuan and smaller creatures might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save (DC 58) when it comes into contact with the vortex or take 4d10 points of damage.

It must also succeed at a second Reflex save (DC 68) or be picked up bodily and held suspended in the powerful currents, automatically taking 4d10 points of damage each round. A creature that can Swim is allowed a Reflex save (DC 58) each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. 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 centred on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including dark-vision, 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 (DC 58) to cast a spell. The DC is Strength-based.

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