Greater Water Elemental: Difference between revisions
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| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | | CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | ||
| CR | | | CR | 17 | ||
<!-- Value: integer between 1 and 40. --> | <!-- Value: integer between 1 and 40. --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Min-CR = | | Min-CR = 10 | ||
| Max-CR = | | Max-CR = 40 | ||
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | | MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | ||
| MonsterName | | | MonsterName | Greater Water Elemental | ||
}}</onlyinclude> | }}</onlyinclude> | ||
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| Description | {{:Elementals}} | | Description | {{:Elementals}} | ||
Water is the most mutable of material, so it is fitting that water elementals have no real 'shape' at all, merely being a mass of water, impossibly coherent and suspended against the pull of gravity, moving with savage speed and deadly effectiveness to drag you under and drown you. | Water is the most mutable of material, so it is fitting that water elementals have no real 'shape' at all, merely being a mass of water, impossibly coherent and suspended against the pull of gravity, moving with savage speed and deadly effectiveness to drag you under and drown you. Their every attack floods your breathing passages with water, making the risk of drowning, even on dry land, frighteningly real. | ||
Water elementals can be very hard to spot, as they lurk in larger bodies of water. Once they begin to act, however, they are distinct, the turbulence of their motions and the deadly menace of their attention making them easy to single out. | Water elementals can be very hard to spot, as they often lurk in larger bodies of water. Once they begin to act, however, they are distinct, the turbulence of their motions and the deadly menace of their attention making them easy to single out. | ||
}}</onlyinclude> | }}</onlyinclude> | ||
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| NudgeInit = | | NudgeInit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = 1|3 = 2|4 = 3 |5 = 4 |6 = 4|7 = 5|8 = 5}} | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | ||
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<!-- Default value is 10+ on a d20 --> | <!-- Default value is 10+ on a d20 --> | ||
| Ambush-Chance-Notes = | | Ambush-Chance-Notes = -4 on Ambush rolls if they are able to launch the ambush from within a body of water. | ||
<!-- Put any comments about ambush preferences here, or leave blank --> | <!-- Put any comments about ambush preferences here, or leave blank --> | ||
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<!-- These senses require ranges; if the monster has them, list the range in feet (just the number only), | <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only), | ||
or leave blank if the monster doesn't possess the sense in question. --> | or leave blank if the monster doesn't possess the sense in question. --> | ||
| Sense-Darkvision-Range = 60 | | Sense-Darkvision-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 60 |1 = 60 |2 = 60|3 = 80|4 = 100 |5 = 150 |6 = 150|7 = 200|8 = 250}} | ||
| Sense-Heartsight-Range = | | Sense-Heartsight-Range = | ||
| Sense-Keen-Hearing-Range = | | Sense-Keen-Hearing-Range = | ||
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| Sense-Mindsense-Range = | | Sense-Mindsense-Range = | ||
| Sense-Tremorsense-Range = | | Sense-Tremorsense-Range = | ||
| Sense-Watersense-Range = | | Sense-Watersense-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 60 |1 = 60 |2 = 60|3 = 80|4 = 100 |5 = 150 |6 = 150|7 = 200|8 = 250}} | ||
<!-- If you want custom text in the 'Senses' field, use the field below, or leave blank --> | <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank --> | ||
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| NudgePerception = | | NudgePerception = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = 2|3 = 3|4 = 3 |5 = 4 |6 = 4|7 = 5|8 = 5}} | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | ||
| NudgeAC = | | NudgeAC = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = 1|3 = 1|4 = 2 |5 = 2 |6 = 3|7 = 3|8 = 3}} | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | ||
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<!-- Put any 'immunity' or 'hardened' values here; | <!-- Put any 'immunity' or 'hardened' values here; | ||
immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | ||
'''''Hardened ( | '''''Hardened (1/2 damage):''''' | ||
'''''Immune (no effect):''''' --> | '''''Immune (no effect):''''' --> | ||
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<!-- If the monster has a given movement type, list the speed, in feet (just the number only), below; | <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below; | ||
if they don't have that movement type, leave it blank --> | if they don't have that movement type, leave it blank --> | ||
| Move-Type-Walk-Speed = 20 | | Move-Type-Walk-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 20 |1 = 20 |2 = 20 |3 = 30 |4 = 30 |5 = 40 |6 = 40|7 = 5|8 = 50}} | ||
| Move-Type-Burrowing-Speed = | | Move-Type-Burrowing-Speed = | ||
| Move-Type-Tunneling-Speed = | | Move-Type-Tunneling-Speed = | ||
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| Move-Type-Greater-Flight-Speed = | | Move-Type-Greater-Flight-Speed = | ||
| Move-Type-Lesser-Swim-Speed = | | Move-Type-Lesser-Swim-Speed = | ||
| Move-Type-Greater-Swim-Speed = 90 | | Move-Type-Greater-Swim-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 90 |1 = 90|2 = 90|3 = 90|4 = 120 |5 = 120 |6 = 150|7 = 150|8 = 200 }} | ||
| Move-Type-Jet-Speed = | | Move-Type-Jet-Speed = | ||
| Move-Type-Lesser-Teleport-Speed = | | Move-Type-Lesser-Teleport-Speed = | ||
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NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) --> | NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) --> | ||
| NudgeReach = -1 | | NudgeReach = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = -1 |1 = -1 |2 = -1|3 = 0 |4 = 0 |5 = 0 |6 = 1 |7 = 1 |8 = 1 }} | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | ||
NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde. | NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde. | ||
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<!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | ||
| PriAtkNotes = | | PriAtkNotes = plus [[Gagging]] | ||
<!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | ||
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<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgePriToHit = 1 | | NudgePriToHit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = 1|3 = 1|4 = 2 |5 = 2 |6 = 3|7 = 3|8 = 4}} | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | ||
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<!-- Values: Y (for yes), or leave blank (for no) --> | <!-- Values: Y (for yes), or leave blank (for no) --> | ||
| RangedAtkIncrementDistance = 50 | | RangedAtkIncrementDistance = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 50|1 = 50 |2 = 50|3 = 80|4 = 80 |5 = 100 |6 = 100 |7 = 120 |8 = 150}} | ||
<!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first --> | <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first --> | ||
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<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Ability-1-Action-Required = Full Attack Action 1/Enc | | Ability-1-Action-Required = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = Full Attack |1 = Full Attack |2 = Full Attack|3 = Standard |4 = Standard |5 = Standard |6 = Swift |7 = Swift |8 = Swift }} Action 1/Enc | ||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | ||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | ||
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<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | ||
| Ability-1-Description = Once per encounter as a full attack action, the elemental may move up to twice its Walk or Swim speed without provoking attacks of opportunity. It may move through or into enemies' spaces during this movement, and any creature or creatures its size or smaller whose space fully overlaps the elemental's space during this movement is affected by Undertow. | | Ability-1-Description = Once per encounter as a {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = full attack |1 = full attack |2 = full attack|3 = standard |4 = standard |5 = standard |6 = swift |7 = swift |8 = swift }} action, the elemental may move up to twice its Walk or Swim speed without provoking attacks of opportunity. It may move through or into enemies' spaces during this movement, and any creature or creatures its size or smaller whose space fully overlaps the elemental's space during this movement is affected by Undertow. | ||
Creatures who are affected by Undertow are swept along to the end of the elemental's move, take {{Special-Standard-Dmg}} points of {{dmg|winded}} damage, and are then dropped into any unblocked, unoccupied space adjacent to the elemental (elemental's choice). If there is no legal space to drop a creature, or they partially resist the forced movement distance, they are instead left behind in the path of the elemental in the closest legal space to the elemental's ending position. | Creatures who are affected by Undertow are swept along to the end of the elemental's move, take {{Special-Standard-Dmg}} points of {{dmg|winded}} damage, and are then dropped into any unblocked, unoccupied space adjacent to the elemental (elemental's choice). If there is no legal space to drop a creature, or they partially resist the forced movement distance, they are instead left behind in the path of the elemental in the closest legal space to the elemental's ending position. | ||
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<!-- SPECIAL ABILITY 3 --> | <!-- SPECIAL ABILITY 3 --> | ||
| Ability-3-Name = | | Ability-3-Name = Gagging | ||
| Ability-3-Type = | | Ability-3-Type = Ex | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-3-Action-Required = | | Ability-3-Action-Required = Auto upon successful melee hit | ||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | ||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | ||
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<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | ||
| Ability-3-Description = | | Ability-3-Description = Up to once per round per struck foe, any melee attack will inflict the [[gagging]] condition unless a REFL save is made against a save dc of {{Save-DC}}. Further attacks against a gagging, choking, or asphyxiating target have no additional effect. | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
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It's a simple tactic, but a really nasty one. | It's a simple tactic, but a really nasty one. | ||
If they are unable to attack in water, they will use Undertow as early as possible to scatter their victims and then get to work with Riptide and Water Jet. Water elementals are as fearless and aggressive as fire elementals once the fight has begun and will never retreat voluntarily. | If they are unable to attack in water, they will use Undertow as early as possible to scatter their victims and then get to work with Riptide and Water Jet. Riptide is always aimed at the breathing passages of their foes, hoping to inflict the very nasty [[gagging]] condition, which can really shut down the afflicted foes. Water elementals are as fearless and aggressive as fire elementals once the fight has begun and will never retreat voluntarily. | ||
Latest revision as of 17:22, 3 August 2024
Greater Water Elemental (CR 17)
Neutral - Huge - Outsider (Elemental, Water) |
---|
Lore: | Know (Planes) | ||
32 | 49 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
41 | +31 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
- Ambush Notes: -4 on Ambush rolls if they are able to launch the ambush from within a body of water.
Senses:
- Standard Senses
- Darkvision 80 ft.
- Watersense 80 ft.
Movement Types:
- Walk 30 ft.
- Greater Swim 90 ft.
Defense
AC |
Man Def |
Monster Health | ||
611 | 305 | 32 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +15 |
Refl: | +19 |
Will: | +12 |
Strong Against:
- (Elemental 1) Hardened (½ damage): precision damage, critical hits
- (Elemental 2) Immune (no effect): bleeds (bruised, bleed, ruptured), poisons (tainted, poisoned, blighted).
- (Elemental 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- Immune (no effect): Cold (energy, common) damage
Offense
Standard Attack (Ranged):
- 1x Water Jet +26 (4d8+22/19-20 x2)
as cold (energy, common)
(Increment: 80 ft.; Max Range: 400 ft.)
Full Attack (Ranged):
- 3x Water Jet +26 (4d8+17/19-20 x2)
as cold (energy, common)
(Increment: 80 ft.; Max Range: 400 ft.)
Siege Damage: Not siege capable
Statistics
20 |
STR |
18 |
DEX |
16 |
CON |
4 |
INT |
11 |
WIS |
11 |
CHA |
Skills:
- Movement: 28
- Perception: 31
- Stealth: 32 (only usable while in a body of water)
- All other skills: 23 (no ranks)
Languages: Aquan
Special Abilities
Undertow (Su) Standard Action 1/Enc |
Once per encounter as a standard action, the elemental may move up to twice its Walk or Swim speed without provoking attacks of opportunity. It may move through or into enemies' spaces during this movement, and any creature or creatures its size or smaller whose space fully overlaps the elemental's space during this movement is affected by Undertow. Creatures who are affected by Undertow are swept along to the end of the elemental's move, take 4d8+17 points of winded (physical, uncommon) damage, and are then dropped into any unblocked, unoccupied space adjacent to the elemental (elemental's choice). If there is no legal space to drop a creature, or they partially resist the forced movement distance, they are instead left behind in the path of the elemental in the closest legal space to the elemental's ending position. Creatures may make a Reflex saving throw against a DC of 27 for half damage from Undertow, but they are always moved unless they can resist the entire distance of the forced move. |
Shapeless (Su) Always On |
The elemental does not have a fixed shape and may squeeze as though two size categories smaller than its normal size without incurring any penalties. |
Gagging (Ex) Auto upon successful melee hit |
Up to once per round per struck foe, any melee attack will inflict the gagging condition unless a REFL save is made against a save dc of 27. Further attacks against a gagging, choking, or asphyxiating target have no additional effect. |
Greater Water Elemental
Whether a patch of odd crystals in a ruined corridor, a pool of oddly turbulent water in a forest grove, a roaring breeze even indoors, or a cozy campfire with malevolent eyes, elementals can be found almost anywhere. Many elementals are spontaneous manifestations, creatures of elemental nature that have arisen from either natural or unnatural circumstance. Other elementals are deliberately made things, summoned or created by those with malevolent purpose, set as immortal guardians or stalkers of the world.
Elementals may be fairly common or quite rare, depending upon the setting. In all cases, elementals provide plenty of challenges and fun for those heroic enough to face them.
Water is the most mutable of material, so it is fitting that water elementals have no real 'shape' at all, merely being a mass of water, impossibly coherent and suspended against the pull of gravity, moving with savage speed and deadly effectiveness to drag you under and drown you. Their every attack floods your breathing passages with water, making the risk of drowning, even on dry land, frighteningly real.
Water elementals can be very hard to spot, as they often lurk in larger bodies of water. Once they begin to act, however, they are distinct, the turbulence of their motions and the deadly menace of their attention making them easy to single out.
Combat Tactics
Water elementals are perfectly capable of attacking outside of water, but they don't like it one bit. If at all possible they will lurk in water, wait for victims to approach the water, and then lunge out to use their Undertow ability. They will then double back into the water and drop their victims and kill them at their leisure.
It's a simple tactic, but a really nasty one.
If they are unable to attack in water, they will use Undertow as early as possible to scatter their victims and then get to work with Riptide and Water Jet. Riptide is always aimed at the breathing passages of their foes, hoping to inflict the very nasty gagging condition, which can really shut down the afflicted foes. Water elementals are as fearless and aggressive as fire elementals once the fight has begun and will never retreat voluntarily.
Out of Combat
Water Elementals are rarely on the Prime Material plane unless summoned. In those cases, they are bound to the service of their summoner for some period of time (often until sunset or dawn of the same day, though sometimes as long as a year and a day, in the case of powerful bindings). Those who gain access to the Prime Material plane by themselves, or escape a binding rarely survive for more than a few weeks, as this plane is largely arid and enervating to them.
In many cases, these unbound elementals achieve a kind of insanity before fading out, usually in their last few days before dying in this very inhospitable environment so far from their home.
Water Elementals are often found bound, usually into fountains, pools, or toilets. They are frequently compelled to make Movement checks to create fanciful water effects, and Stealth checks to conceal that they are present. They consider all such usage degrading in the extreme, and if they break free, will take their vengeance on anything they can catch. Water Elementals are also often found in the sewers of large cities, aqueducts, canals, etc. Approach most civilized waterworks with a healthy respect.
Rewards
XP: 102,400
Treasure: Sellable Goods worth 51,444 gp.
- Weight: 170 lbs. Volume: 6.8 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |