Elder Water Elemental

MapTool Token

NameElder Water Elemental
Sorted NameWater Elemental, Elder
FamilyElemental
Size and TypeHuge Elemental (Water, Extraplanar)
Hit Dice Count24
Hit Dice24d8+120 (228 hp)
Random Hit Points24d8+120 - 120
Initiative+6
Speed30 ft. (6 squares), swim 120 ft.
Armor Class23 (-2 size, +6 Dex, +9 natural), touch 14, flat-footed 17
Base Attack/Grapple+18/+35
Attack

Slam +25 melee (2d10+9/19-20)

Full Attack

2 slams +25 melee (2d10+9/19-20)

Space/Reach15 ft./15 ft.
Special AttacksWater mastery, drench, vortex
Special Qualities

Damage reduction 10/-, darkvision 60 ft., elemental traits

SavesFort +19, Ref +16, Will +10
AbilitiesStr 28, Dex 22, Con 21, Int 10, Wis 11, Cha 11
Skills

Listen +29, Spot +29

Feats

Alertness, Cleave, Great Cleave, Improved Critical (slam), Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack

EnvironmentElemental Plane of Water
Challenge Rating11
Organization

Solitary

TreasureNone
AlignmentUsually neutral
Advancement25-48 HD (Huge)
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Elder water elemental; CR 11; Huge elemental (water, extraplanar); HD 24d8+120; hp 228; Init +6; Spd 30 ft. (6 squares), swim 120 ft.; AC 23 (-2 size, +6 dex, +9 natural), touch 14, flat-footed 17; Base Atk +18; Grp +35; Atk +25 melee (2d10+9/19-20, slam); Full Atk +25 melee (2d10+9/19-20, 2 slams); Space/Reach 15 ft./15 ft.; SA Water mastery, drench, vortex; SQ Damage reduction 10/-, darkvision 60 ft., elemental traits; AL N; SV Fort +19, Ref +16, Will +10; Str 28, Dex 22, Con 21, Int 10, Wis 11, Cha 11

Skills and Feats: Listen +29, Spot +29; Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack

Water Elemental

Water Elemental, Elder
Huge Elemental (Water, Extraplanar)
Hit Dice:
24d8+120 (228 hp)
Initiative:
+6
Speed:
30 ft. (6 squares), swim 120 ft.
Armor Class:
23 (-2 size, +6 Dex, +9 natural), touch 14, flat-footed 17
Base Attack/Grapple:
+18/+35
Attack:
Slam +25 melee (2d10+9/19-20)
Full Attack:
2 slams +25 melee (2d10+9/19-20)
Space/Reach:
15 ft./15 ft.
Special Attacks:
Water mastery, drench, vortex
Special Qualities:
Damage reduction 10/-, darkvision 60 ft., elemental traits
Saves:
Fort +19, Ref +16, Will +10
Abilities:
Str 28, Dex 22, Con 21, Int 10, Wis 11, Cha 11
Skills:
Listen +29, Spot +29
Feats:
Alertness, Cleave, Great Cleave, Improved Critical (slam), Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack
Environment:
Elemental Plane of Water
Organization:
Solitary
Challenge Rating:
11
Treasure:
None
Alignment:
Usually neutral
Advancement:
25-48 HD (Huge)
Level Adjustment:
-

A water elemental can't venture more than 180 feet from the body of water from which it was conjured.

Water elementals speak Aquan but rarely choose to do so.

Combat

A water elemental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents.

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 are not included in the statistics block.)

A water elemental can be a serious threat to a ship that crosses its path. An 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 (caster level equals elemental's HD).

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 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.

The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space.

Creatures one or more size categories 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 on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature 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 save DC is Strength-based.

Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume.

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 concealment, while those farther away have total concealment.

Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in vortex form cannot make slam attacks and does not threaten the area around it.

Skills: A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Water Elemental Sizes
------- Vortex -------
Elemental
Height
Weight
Save DC
Damage
Height
Small
4 ft.
34 lb.
13
1d4
10-20 ft.
Medium
8 ft.
280 lb.
15
1d6
10-30 ft.
Large
16 ft.
2,250 lb.
19
2d6
10-40 ft.
Huge
32 ft.
18,000 lb.
25
2d8
10-50 ft.
Greater
36 ft.
21,000 lb.
28
2d8
10-60 ft.
Elder
40 ft.
24,000 lb.
31
2d8
10-60 ft.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Slam +25 melee (2d10+9/19-20), or 2 slams +25 melee (2d10+9/19-20)

feats: ALERTNESS, CLEAVE, GREAT CLEAVE, IMPROVED CRITICAL (SLAM), IMPROVED BULL RUSH, IMPROVED SUNDER, IRON WILL, LIGHTNING REFLEXES, POWER ATTACK, ,