This site is games | books | films

Water Elemental

The Water, Oil on Wood, 66,5 x 50,5 cm, Kunsthistorisches Museum Wien, Gemäldegalerie, Inv.-Nr. 1586 Date 1566 Giuseppe Arcimboldo (1527-1593)
The Water, Oil on Wood, 66,5 x 50,5 cm, Kunsthistorisches Museum Wien, Gemäldegalerie, Inv.-Nr. 1586 Date 1566 Giuseppe Arcimboldo (1527-1593)

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.

A Water Elemental can’t venture more than 180 feet from the body of water from which it was conjured.


Water Elemental, SmallSmall Elemental (Water, Extraplanar)
Hit Dice2d8+2 (11 hp)
Initiative+0
Speed20 ft. (4 squares), Swim 90 ft.
Armor Class17 (+1 size, +6 natural), touch 11, flat-footed 17
Base Attack/Grapple+1/-1
AttackSlam +4 melee (1d6+3)
Full AttackSlam +4 melee (1d6+3)
Space/Reach5 ft./5 ft.
Special AttacksWater mastery, drench, vortex
Special QualitiesDarkvision 60 ft., elemental traits
SavesFort+4, Ref +0, Will +0
AbilitiesStrength 14, Dexterity 10, Constitution 13, Intelligence 4, Wisdom 11, Charisma 11
SkillsListen +2, Spot +3
FeatsPower Attack Cleave,
EnvironmentAny Aquatic
OrganizationSolitary
Challenge Rating1
TreasureNone
AlignmentUsually neutral
Advancement3 HD (Small)
Level Adjustment
Water Elemental MediumMedium Elemental (Water, Extraplanar)
Hit Dice4d8+12 (30 hp)
Initiative+1
Speed20 ft. (4 squares), Swim 90 ft.
Armor Class19 (+1 Dexterity, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple+3/+6
AttackSlam +6 melee (1d8+4)
Full AttackSlam +6 melee (1d8+4)
Space/Reach5 ft./5 ft.
Special AttacksWater mastery, drench, vortex
Special QualitiesDarkvision 60 ft., elemental traits
SavesFort +7, Ref +2, Will +1
AbilitiesStrength 16, Dexterity 12, Constitution 17, Intelligence 4, Wisdom 11, Charisma 11
SkillsListen +3, Spot +4
FeatsPower Attack Cleave,
EnvironmentAny Aquatic
OrganizationSolitary
Challenge Rating3
TreasureNone
AlignmentUsually, neutral
Advancement5-7 HD (Medium)
Level Adjustment
Water Elemental, LargeLarge Elemental (Water, Extraplanar)
Hit Dice8d8+32 (68 hp)
Initiative+2
Speed20 ft. (4 squares), Swim 90 ft.
Armor Class20 (-1 size, +2 Dexterity, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple+6/+15
AttackSlam +10 melee (2d8+5)
Full Attack2 slams +10 melee (2d8+5)
Space/Reach10 ft./10 ft.
Special AttacksWater mastery, drench, vortex
Special QualitiesDamage reduction 5/-, Darkvision 60 ft., elemental traits
SavesFort +10, Ref +4, Will +2
AbilitiesStrength 20, Dexterity 14, Constitution 19, Intelligence 6, Wisdom 11, Charisma 11
SkillsListen +5, Spot +6
FeatsGreat CleavePower Attack
EnvironmentAny Aquatic
OrganizationSolitary
Challenge Rating5
TreasureNone
AlignmentUsually, neutral
Advancement9-15 HD (Large)
Level Adjustment
Water Elemental, HugeHuge Elemental (Water, Extraplanar)
Hit
Dice
16d8+80
(152 hp)
Initiative+4
Speed30
ft. (6 squares), Swim 120 ft.
Armor
Class
21
(-2 size, +4 Dexterity, +9 natural), touch 12, flat-footed 17
Base Attack/Grapple+12/+27
AttackSlam +17 melee (2d10+7)
Full
Attack
2 slams +17 melee (2d10+7)
Space/Reach15 ft./15 ft.
Special
Attacks
Water mastery, drench, vortex
Special
Qualities
Damage
reduction 5/-, Darkvision 60 ft., elemental traits
SavesFort
+15, Ref +9, Will +7
AbilitiesStrength
24, Dexterity 18, Constitution 21, Intelligence 6, Wisdom 11, Charisma 11
SkillsListen
+11, Spot +12
FeatsAlertness, Cleave, Great CleavePower Attack, Improved Bull Rush, Iron Will
EnvironmentAny
Aquatic
OrganizationSolitary
Challenge
Rating
7
TreasureNone
AlignmentUsually
neutral
Advancement17-20
HD (Huge)
Level
Adjustment
Water Elemental, GreaterHuge Elemental (Water, Extraplanar)
Hit Dice21d8+105 (199 hp)
Initiative+5
Speed30 ft. (6 squares), Swim 120 ft.
Armor Class22 (-2 size, +5 Dexterity, +9 natural), touch 13, flat-footed 17
Base Attack/Grapple+15/+31
AttackSlam +21 melee (2d10+8)
Full Attack2 slams +21 melee (2d10+8)
Space/Reach15 ft./15 ft.
Special AttacksWater mastery, drench, vortex
Special QualitiesDamage reduction 10/-, Darkvision 60 ft., elemental traits
SavesFort +17, Ref +14, Will +9
AbilitiesStrength 26, Dexterity 20, Constitution 21, Intelligence 8, Wisdom 11, Charisma 11
SkillsListen +14, Spot +14
FeatsAlertnessCleaveGreat CleaveImproved Bull RushImproved SunderIron Will, lightning reflexesPower
Attack
EnvironmentAny Aquatic
OrganizationSolitary
Challenge Rating9
TreasureNone
AlignmentUsually, neutral
Advancement22-23 HD (Huge)
Level Adjustment
Water Elemental, ElderHuge Elemental (Water, Extraplanar)
Hit Dice24d8+120 (228 hp)
Initiative+6
Speed30 ft. (6 squares), Swim 120 ft.
Armor Class23 (-2 size, +6 Dexterity, +9 natural), touch 14, flat-footed 17
Base Attack/Grapple+18/+35
AttackSlam +25 melee (2d10+9/19-20)
Full Attack2 slams +25 melee (2d10+9/19-20)
Space/Reach15 ft./15 ft.
Special AttacksWater mastery, drench, vortex
Special QualitiesDamage reduction 10/-, Darkvision 60 ft., elemental traits
SavesFort +19, Ref +16, Will +10
AbilitiesStrength 28, Dexterity 22, Constitution 21, Intelligence 10, Wisdom 11, Charisma 11
SkillsListen +29, Spot +29
FeatsAlertness, CleaveGreat CleaveImproved Critical (slam), Improved Bull
Rush
Improved Sunder, Iron Willlightning reflexesPower Attack
EnvironmentAny Aquatic
OrganizationSolitary
Challenge Rating11
TreasureNone
AlignmentUsually neutral
Advancement25-48 HD (Huge)
Level Adjustment

Combat

A Water Elemental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents.

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 are not included in the statistics block.)

A Water Elemental can be a serious threat to a ship that crosses its path. Water Elementals can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

Drench (Ex): The Water Elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).

Vortex (Su): The Water 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. 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 30 feet wide at the top, and 10 feet or more tall, depending on the Water Elemental’s size. The Water Elemental controls the exact height, but it must be at least 10 feet.

The Water Elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the Water Elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the Wentshukumishiteu moves into or through the creature’s space.

Creatures one or more size categories smaller than the Water Elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round.

An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage but can leave if the save is successful. The DC for saves against the vortex’s effects varies with the Water Elemental’s size. The save DC is Strength-based.

Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.

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 centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including Darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it.

Skills: A Water Elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Water Elemental Sizes
Vortex
Water ElementalHeightWeightSave DCDamageHeight
Small4 ft.34 lb.131d410-20 ft.
Medium8 ft.280 lb.151d610-30 ft.
Large16 ft.2,250 lb.192d610-40 ft.
Huge32 ft.18,000 lb.252d810-50 ft.
Greater36 ft.21,000 lb.282d810-60 ft.
Elder40 ft.24,000 lb.312d810-60 ft.
Scroll to Top