This cloud-like creature has dark hollows reminiscent of eyes and a mouth, and a howling wind whips it into ominous shapes.
Languages Auran
Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
CR 1 XP 400 N Small outsider (air, elemental, extraplanar) Init+7; Senses darkvision 60 ft.; Perception +4
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref+6, Will+0 Defensive Abilities air mastery; Immune elemental traits
Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +2; CMD 15 Feats Flyby Attack, Improved InitiativeB, Weapon FinesseB Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11
CR 3 XP 800 N Medium outsider (air, elemental, extraplanar) Init +9; Senses darkvision 60 ft.; Perception +7
AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural) hp 30 (4d10+8) Fort +6, Ref +9, Will +1 Defensive Abilities air mastery; Immune elemental traits
Str14, Dex 21, Con 14, Int 4, Wis 11, Cha 11 Base Atk +4; CMB +6; CMD 22 Feats Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB Skills Acrobatics +11, Escape Artist +9, Fly +17, Knowledge (planes) +1, Perception +7, Stealth +10
CR 5 XP 1,600 N Large outsider (air, elemental, extraplanar) Init +11; Senses darkvision 60 ft.; Perception +11
AC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size) hp 68 (8d10+24) Fort +9, Ref +13, Will +2 Defensive Abilities air mastery; DR 5/—; Immune elemental traits
Speed fly 100 ft. (perfect) Melee 2 slams +14 (1d8+4) Space10 ft.; Reach 10 ft. Special Attacks whirlwind (DC 18)
Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11 Base Atk +8, CMB +13; CMD 31 Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Weapon FinesseB Skills Acrobatics +15, Escape Artist +15, Fly +21, Knowledge (planes) +5, Perception +11, Stealth +11
CR 7 XP 3,200 N Huge outsider (air, elemental, extraplanar) Init +13; Senses darkvision 60 ft.; Perception +13
AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, –2 size) hp 95 (10d10+40) Fort +11,Ref +16, Will +5 Defensive Abilities air mastery; DR 5/—; Immune elemental traits
Speed fly 100 ft. (perfect) Melee 2 slams +17 (2d6+6) Space15 ft.;Reach 15 ft. Special Attacks whirlwind (DC 21)
Str 22, Dex 29,Con18, Int6, Wis 11, Cha 11 Base Atk +10; CMB +18; CMD 38 Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Weapon FinesseB Skills Acrobatics +18, Escape Artist +18, Fly +23, Knowledge (planes) +7, Perception +13, Stealth +9
CR 9 XP 6,400 N Huge outsider (air, elemental, extraplanar) Init +14; Senses darkvision 60 ft.; Perception +16
AC 25, touch 19, flat-footed 14 (+10 Dex, +1 dodge, +6 natural, –2 size) hp 123 (13d10+52) Fort +12, Ref +18, Will +6 Defensive Abilities air mastery; DR 10/—; Immune elemental traits
Speed fly 100 ft. (perfect) Melee 2 slams +21 (2d8+7) Space15 ft.; Reach15 ft. Special Attacks whirlwind (DC 23)
Str 24, Dex 31, Con 18, Int 8, Wis 11, Cha 11 Base Atk+13; CMB +22; CMD 43 Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB Skills Acrobatics +25, Escape Artist +23, Fly +27, Knowledge (planes) +12, Perception +16, Stealth +15
CR 11 XP 12,800 N Huge outsider (air, elemental, extraplanar) Init +15; Senses darkvision 60 ft.;:ref:Perception <corerulebook.skills.perception#perception> +19
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size) hp 152 (16d10+64) Fort +14, Ref +21, Will +7 Defensive Abilities air mastery; DR 10/—; Immune elemental traits
Speed fly 100 ft. (perfect) Melee 2 slams +25 (2d8+9) Space15 ft.; Reach 15 ft. Special Attacks whirlwind (DC 27)
Str 28, Dex 33, Con 18, Int 10, Wis 11, Cha 11 Base Atk +16; CMB +27; CMD 49 Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB Skills Acrobatics +30, Escape Artist +30, Fly +34, Knowledge (planes) +19, Perception +19, Stealth +22 Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies. Although all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings. An air elemental prefers to attack flying or otherwise airbone targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater.
Elemental | Height | Weight | Whirlwind/Vortex Save DC | Whirlwind/Vortex Height |
---|---|---|---|---|
Small | 4 ft. | 1 lb. | 12 | 10–20 ft. |
Medium | 8 ft. | 2 lbs. | 14 | 10–30 ft. |
Large | 16 ft. | 4 lbs. | 18 | 10–40 ft. |
Huge | 32 ft. | 8 lbs. | 22 | 10–50 ft. |
Greater | 36 ft. | 10 lbs. | 23 | 10–60 ft. |
Elder | 40 ft. | 12 lbs. | 27 | 10–60 ft. |
This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes.
Languages Terran
Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, 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. (These modifiers are not included in the statistics block.)
CR 1 XP 400 N Small outsider (earth, elemental, extraplanar) Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref –1, Will +3 Immune elemental traits
Speed 20 ft., burrow 20 ft., earth glide Melee slam +6 (1d6+4) Special Attacks earth mastery
Str 16, Dex 8, Con13,Int 4,Wis 11,Cha 11 Base Atk +2; CMB +4; CMD 13 Feats Improved Bull RushB, Power Attack Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
CR 3 XP 800 N Medium outsider (earth, elemental, extraplanar) Init–1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7
AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural) hp 34 (4d10+12) Fort +7, Ref +0, Will +4 Immune elemental traits
Speed 20 ft., burrow 20 ft., earth glide Melee slam +9 (1d8+7) Special Attacks earth mastery
Str 20, Dex 8, Con17, Int 4, Wis 11, Cha 11 Base Atk+4; CMB +9; CMD 18 Feats Cleave, Improved Bull RushB, Power Attack Skills Appraise +1, Climb +10, Knowledge (dungeoneering) +2, Knowledge (planes) +2, Perception +7, Stealth +3
CR 5 XP 1,600 N Large outsider (earth, elemental, extraplanar) Init–1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +11
AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size) hp 68 (8d10+24) Fort +9, Ref +1, Will +6 DR 5/—; Immune elemental traits
Speed 20 ft., burrow 20 ft., earth glide Melee 2 slams +14 (2d6+7) Space10 ft.; Reach 10 ft. Special Attacks earth mastery
Str 24, Dex 8, Con 17, Int 6, Wis 11, Cha 11 Base Atk+8; CMB +16; CMD 25 Feats Cleave, Greater Bull Rush, Improved Bull RushB, Improved Overrun, Power Attack Skills Appraise +6, Climb +15, Knowledge (dungeoneering) +3, Knowledge (planes) +6, Perception +11, Stealth +5
CR 7 XP 3,200 N Huge outsider (earth, elemental, extraplanar) Init–1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +13
AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size) hp 95 (10d10+40) Fort +11, Ref +2, Will +7 DR 5/—; Immune elemental traits
Speed 20 ft., burrow 20 ft., earth glide Melee 2 slams +17 (2d8+9) Space15 ft.; Reach 15 ft. Special Attacks earth mastery
Str 28, Dex 8, Con19, Int 6, Wis 11, Cha 11 Base Atk +10; CMB +21; CMD 30 Feats Awesome Blow, Cleave, Greater Bull Rush, Improved Bull RushB, Improved Overrun, Power Attack Skills Appraise +6, Climb +18, Knowledge (dungeoneering) +4, Knowledge (planes) +7, Perception +13, Stealth +4
CR 9 XP 6,400 N Huge outsider (earth, elemental, extraplanar) Init–1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +16
AC 21, touch 7, flat-footed 21, (–1 Dex, +14 natural, –2 size) hp 136 (13d10+65) Fort +13, Ref +3, Will +8 DR 10/—; Immune elemental traits
Speed 20 ft., burrow 20 ft., earth glide Melee 2 slams +21 (2d10+10) Space15 ft.; Reach15 ft. Special Attacks earth mastery
Str 30, Dex 8, Con 21, Int 8, Wis 11, Cha 11 Base Atk+13; CMB +25; CMD 34 Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Overrun, Improved Sunder, Power Attack Skills Appraise +10, Climb +25, Knowledge (dungeoneering) +10, Knowledge (planes) +13, Perception +16, Stealth +7
CR 11 XP 12,800 N Huge outsider (earth, elemental, extraplanar) Init–1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +19
AC 23, touch 7, flat-footed 23 (–1 Dex, +16 natural, –2 size) hp 168 (16d10+80) Fort +15, Ref +4, Will +10 DR 10/—; Immune elemental traits
Speed 20 ft., burrow 20 ft., earth glide Melee 2 slams +26 (2d10+12/19–20) Space15 ft.; Reach 15 ft. Special Attacks earth mastery
Str 34, Dex 8, Con 21, Int 10, Wis 11, Cha 11 Base Atk +16; CMB +30; CMD 39 Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Critical (slam), Improved Overrun, Improved Sunder, Power Attack Skills Appraise +19, Climb +31, Knowledge (dungeoneering) +19, Knowledge (planes) +19, Perception +19, Stealth +10
Elemental | Height | Weight |
---|---|---|
Small | 4 ft. | 80 lbs. |
Medium | 8 ft. | 750 lbs. |
Large | 16 ft. | 6,000 lbs. |
Huge | 32 ft. | 48,000 lbs. |
Greater | 36 ft. | 54,000 lbs. |
Elder | 40 ft. | 60,000 lbs. |
Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill. When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Larger earth elementals often have a stony humanoid appearance. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental’s body.
This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn.
Languages Ignan
CR 1 XP 400 N Small outsider (elemental, extraplanar, fire) Init +5; Senses darkvision 60 ft.; Perception +4
AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size) hp 11 (2d10) Fort +3, Ref +4, Will +0 Immune elemental traits, fire Weaknesses vulnerability to cold
Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11 Base Atk +2; CMB+1; CMD 13 Feats Dodge, Improved InitiativeB, Weapon FinesseB Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4
CR 3 XP 800 N Medium outsider (elemental, extraplanar, fire) Init +7; Senses darkvision 60 ft.; Perception +7
AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural) hp 30 (4d10+8) Fort +6, Ref +7, Will +1 Immune elemental traits, fire Weaknessesvulnerability to cold
Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11 Base Atk+4; CMB +5; CMD 19 Feats Dodge, Improved InitiativeB, Mobility, Weapon FinesseB SkillsAcrobatics +8, Climb +5, Escape Artist +8, Intimidate +5, Knowledge (planes) +1, Perception +7
CR 5 XP 1,600 N Large outsider (elemental, extraplanar, fire) Init +9; Senses darkvision 60 ft.; Perception +11
AC 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, –1 size) hp 60 (8d10+16) Fort +8, Ref +11, Will +4 DR 5/—; Immune elemental traits, fire Weaknessesvulnerability to cold
Speed 50 ft. Melee 2 slams +12 (1d8+2 plus burn) Space10 ft.; Reach 10 ft. Special Attacks burn (1d8, DC 16)
Str 14, Dex 21, Con 14, Int 6, Wis 11, Cha 11 Base Atk+8; CMB +11; CMD 27 Feats Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB Skills Acrobatics +14, Climb +9, Escape Artist +12, Intimidate +9, Knowledge (planes) +5, Perception +11
CR 7 XP 3,200 N Huge outsider (elemental, extraplanar, fire) Init +11; Senses darkvision 60 ft.; Perception +13
AC 21, touch 16, flat-footed 13 (+7 Dex, +1 dodge, +5 natural, –2 size) hp 85 (10d10+30) Fort +10, Ref +14, Will +5 DR 5/—, Immune elemental traits, fire Weaknessesvulnerability to cold
Speed 60 ft. Melee 2 slams +15 (2d6+4 plus burn) Space15 ft.; Reach 15 ft. Special Attacks burn (2d6, DC 18)
Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11 Base Atk +10; CMB +16; CMD 34 Feats Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB Skills Acrobatics +16, Climb +13, Escape Artist +16, Intimidate +9, Knowledge (planes) +7, Perception +13
CR 9 XP 6,400 N Huge outsider (elemental, extraplanar, fire) Init +12; Senses darkvision 60 ft.; Perception +16
AC 23, touch 17, flat-footed 14 (+8 Dex, +1 dodge, +6 natural, –2 size) hp 123 (13d10+52) Fort +12, Ref +16, Will +6 DR 10/—, Immune elemental traits, fire Weaknessesvulnerability to cold
Speed 60 ft. Melee 2 slams +19 (2d8+7 plus burn) Space15 ft.; Reach 15 ft. Special Attacks burn (2d8, DC 20)
Str 24, Dex 27, Con 18, Int 8, Wis 11, Cha 11 Base Atk +13; CMB +22; CMD 41 Feats Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Wind Stance SkillsAcrobatics +23, Climb +20, Escape Artist +21, Intimidate +15, Knowledge (planes) +10, Perception +16
CR 11 XP 12,800 N Huge outsider (elemental, extraplanar, fire) Init +13; Senses darkvision 60 ft.; Perception +19
AC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, –2 size) hp 152 (16d10+64) Fort +14, Ref +19, Will +7 DR 10/—, Immune elemental traits, fire Weaknessesvulnerability to cold
Speed 60 ft. Melee 2 slams +23 (2d8+8 plus burn) Space15 ft.; Reach 15 ft. Special Attacks burn (2d10, DC 22)
Str 26, Dex 29, Con 18, Int 10, Wis 11, Cha 11 Base Atk+16; CMB +26; CMD 46 Feats Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Lightning Stance, Mobility, Spring Attack, Weapon FinesseB, Wind Stance Skills Acrobatics +28, Climb +27, Escape Artist +28, Intimidate +19, Knowledge (planes) +19, Perception +19 Fire elementals are quick, cruel creatures of living flame. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire. A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil). Fire elementals vary in appearance—they usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to humans, demons, or other monsters in order to increase the terror of their sudden appearance. Features on a fire elemental’s body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders.
Elemental | Height | Weight |
---|---|---|
Small | 4 ft. | 1 lb. |
Medium | 8 ft. | 2 lbs. |
Large | 16 ft. | 4 lbs. |
Huge | 32 ft. | 8 lbs. |
Greater | 36 ft. | 10 lbs. |
Elder | 40 ft. | 12 lbs. |
This translucent creature’s shape shifts between a spinning column of water and a crashing wave.
Languages Aquan
Drench (Ex) The elemental’s touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD). Vortex (Su)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.
CR 1 XP 400 N Small outsider (elemental, extraplanar, water) Init +0; Senses darkvision 60 ft.; Perception +4
AC 17, touch 11, flat-footed 17 (+6 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref +3, Will +0 Immune elemental traits
Speed 20 ft., swim 90 ft. Melee slam +5 (1d6+3) Special Attacks drench, vortex (DC 13), water mastery
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +3; CMD 13 Feats Power Attack Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14
CR 3 XP 800 N Medium outsider (elemental, extraplanar, water) Init +1; Senses darkvision 60 ft.; Perception +5
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural) hp 30 (4d10+8) Fort +6, Ref +5, Will +1 Immune elemental traits
Speed 20 ft., swim 90 ft. Melee slam +7 (1d8+4) Special Attacks drench, vortex (DC 15), water mastery
Str 16, Dex 12, Con 15, Int 4, Wis 11, Cha 11 Base Atk +4; CMB +7; CMD 18 Feats Cleave, Power Attack Skills Acrobatics +6, Escape Artist +6, Knowledge (planes) +2, Perception +5, Stealth +6, Swim +16
CR 5 XP 1,600 N Large outsider (elemental, extraplanar, water) Init +2; Senses darkvision 60 ft.; Perception +9
AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, –1 size) hp 68 (8d10+24) Fort +9, Ref +8, Will +2 DR 5/—; Immune elemental traits
Speed 20 ft., swim 90 ft. Melee 2 slams +12 (1d8+5) Space10 ft.; Reach 10 ft. Special Attacks drench, vortex (DC 19), water mastery
Str 20, Dex 14, Con 17, Int 6, Wis 11, Cha 11 Base Atk+8; CMB +14; CMD 27 Feats Cleave, Dodge, Great Cleave, Power Attack Skills Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, Perception +9, Stealth +5, Swim +24
CR 7 XP 3,200 N Huge outsider (elemental, extraplanar, water) Init +4; Senses darkvision 60 ft.; Perception +13
AC 21, touch 13, flat-footed 16 (+4 Dex, +1 dodge, +8 natural, –2 size) hp 95 (10d10+40) Fort +11, Ref +11, Will +3 DR 5/—; Immune elemental traits
Speed 20 ft., swim 90 ft. Melee 2 slams +15 (2d6+7) Space15 ft.; Reach15 ft. Special Attacks drench, vortex (DC 22), water mastery
Str 24, Dex 18, Con 19, Int 6, Wis 11, Cha 11 Base Atk +10; CMB +19; CMD 34 Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Power Attack Skills Acrobatics +11, Escape Artist +15, Knowledge (planes) +7, Perception +13, Stealth +3, Swim +26
CR 9 XP 6,400 N Huge outsider (elemental, extraplanar, water) Init +5; Senses darkvision 60 ft.; Perception +16
AC 23, touch 14, flat-footed 17 (+5 Dex, +1 dodge, +9 natural, –2 size) hp 123 (13d10+52) Fort +12, Ref +15, Will +4 DR 10/—; Immune elemental traits
Speed 20 ft., swim 90 ft. Melee 2 slams +20 (2d8+9) Space15 ft.; Reach15 ft. Special Attacks drench, vortex (DC 25), water mastery
Str 28, Dex 20, Con 19, Int 8, Wis 11, Cha 11 Base Atk +13; CMB +24; CMD 40 Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Sunder, Lightning Reflexes, Power Attack Skills Acrobatics +18, Escape Artist +20, Knowledge (planes) +12, Perception +16, Stealth +10, Swim +30
CR 11 XP 12,800 N Huge outsider (elemental, extraplanar, water) Init +6; Senses darkvision 60 ft.; Perception +19
AC 24, touch 15, flat-footed 17 (+6 Dex, +1 dodge, +9 natural, –2 size) hp 152 (16d10+64) Fort +14, Ref +18, Will +5 DR 10/—; Immune elemental traits
Speed 20 ft., swim 90 ft. Melee 2 slams +24 (2d10+10/19–20) Space15 ft.; Reach15 ft. Special Attacks drench, vortex (DC 28), water mastery
Str 30, Dex 22, Con 19, Int 10, Wis 11, Cha 11 Base Atk +16; CMB +28; CMD 45 Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Lightning Reflexes, Power Attack Skills Acrobatics +25, Escape Artist +25, Knowledge (planes) +19, Perception +19, Stealth +17, Swim +37 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 |
---|---|---|---|---|
Small | 4 ft. | 34 lb. | 13 | 10–20 ft. |
Medium | 8 ft. | 280 lbs. | 15 | 10–30 ft. |
Large | 16 ft. | 2,250 lbs. | 19 | 10–40 ft. |
Huge | 32 ft. | 18,000 lbs. | 22 | 10–50 ft. |
Greater | 36 ft. | 21,000 lbs. | 25 | 10–60 ft. |
Elder | 40 ft. | 24,000 lbs. | 28 | 10–60 ft. |