Large Water Elemental: Difference between revisions

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m (Text replacement - " or "swarm")" to ")")
m (Text replacement - "Distracted conditon" to "Distracted condition")
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         is given the "Swarm" role. It replaces the default "Personal Space Issues" power  
         is given the "Swarm" role. It replaces the default "Personal Space Issues" power  
         (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
         (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
         the Distracted conditon when they damage a foe (or it grants an area of affect  
         the Distracted condition when they damage a foe (or it grants an area of affect  
         ranged attack if it is a troop). Leave this blank if you want the "Personal Space
         ranged attack if it is a troop). Leave this blank if you want the "Personal Space
         Issues" or "Darken the Sky" power to appear when this monster is designated as a  
         Issues" or "Darken the Sky" power to appear when this monster is designated as a  

Revision as of 22:06, 10 May 2021

Large Water Elemental (CR 7)

Neutral - Large - Outsider (Elemental)
Lore: Know (Planes)
12 29
Basic DC Full DC
Initiative
Initiative Icon 2.png
11
Perception:
21 +11
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
23
Man Def
Shield Icon 3.png
23
Monster Health
113 56 11
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +5
Refl: +9
Will: +2

Strong Against:

Weak Against:

Offense

Size: Large
10 ft. 5 ft.
Space Reach
To-Hit
+12
Sword Icon 3.png
Man Off
+12
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Riptide +12 (2d8+4/19-20 x2)
    as slashing (physical, common)

Full Attack (Melee):

  • 3x Riptide +12 (2d8+4/19-20 x2)
    as slashing (physical, common)

Standard Attack (Ranged):

  • 1x Water Jet +12 (2d8+4/19-20 x2)
    as cold (energy, common)
    (Increment: 40 ft.; Max Range: 200 ft.)

Full Attack (Ranged):

  • 3x Water Jet +12 (2d8+4/19-20 x2)
    as cold (energy, common)
    (Increment: 40 ft.; Max Range: 200 ft.)

Siege Damage: Not siege capable

Statistics

16
STR
18
DEX
14
CON
4
INT
11
WIS
11
CHA

Skills:

Languages: Aquan

Feats:

Special Abilities

Undertow (Su) Full Attack Action 1/Enc

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.

Creatures who are affected by Undertow are swept along to the end of the elemental's move, take 2d8+4 points of cold (energy, common) 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 18 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.

Large Water Elemental

Large 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.

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.

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. 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.

Rewards

XP: 3,200

Treasure: Sellable Goods worth 2,875 gp.

Weight: 70 lbs.     Volume: 2.8 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)