Description: |
A large water elemental is 16 feet high and weighs
2,250 lbs.
Water elementals speak Aquan but rarely choose to do so.
Combat
Elemental: Immune to poison, sleep, paralysis, and stunning.
Not subject to critical hits.
Water Mastery (Ex): A water elemental gains a +1 attack and
damage bonus if both it and its opponent touch water. If the
opponent or elemental is landbound, the elemental suffers a -4
penalty to attack and damage. (These modifiers are not included
in the statistics block.) A water elemental can be a serious
threat to a ship that crosses its path. The elemental 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 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 cast by a sorcerer
whose level equals the elemental's HD total.
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. In
vortex form, the elemental can move through the water or along
the bottom at its swim speed. The vortex is DC 19, damage 2d6,
and up to 40 feet high.
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
elemental's size. The elemental controls the exact height,
but it must be at least 10 feet.
Creatures one or more sizes smaller than the 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 at a Reflex save when it comes into contact with the
vortex or take the listed damage. It must also succeed at a
second Reflex save or be picked up bodily and held suspended in
the powerful currents, automatically taking damage each round. A
creature that can swim 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 elemental's size.
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 one-half concealment, while those
farther away have total concealment. Those caught in the cloud
must succeed at a Concentration check to cast a spell (DC equal
to the Reflex save DC).
|