Water Elemental, Medium

Water Elemental, Medium (CR 3)
Medium outsider (elemental, water)
Init 11; Senses darkvision; Notice 11
Defense
AC 17, flat-footed 16
(+1 Dex, +6 natural)
HP 30 (4d10+8)
Fort +3, Ref +5, Will +5
Immune cold, elemental traits
Offense
Speed 20 ft., swim 90 ft.
Melee slam +7 (1d8+4)
Special Attacks drench, vortex (R-DC 15), water mastery
Statistics
Str 16, Dex 12, Con 15, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +7; CMD 18
Feats Cleave, Power Attack
Skills Athletics +10, Escape Artist +8, Stealth +8
Languages Aquan
Ecology
Environment Realms Within (Oceanus)
Organization solitary, pair, or gang (3–8)
Treasure Value none
Special Abilities
Drench (Ex; HD) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic.
Vortex (Su; Str) 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.

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.

Elemental Height Weight Vortex Save DC Vortex Height
Medium 8 ft. 280 lbs. 15 10–30 ft.
OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.