Primal Water Elemental

MapTool Token

NamePrimal Water Elemental
Sorted NameWater Elemental, Primal
FamilyElemental, Primal
Size and TypeColossal Elemental (Water, Extraplanar)
Hit Dice Count64
Hit Dice64d8+640 (1,048 hp)
Random Hit Points64d8+640 - 640
Initiative+14 (Dex)
Speed20 ft., swim 90 ft.
Armor Class64 (-8 size, +14 Dex, +48 natural), touch 16, flat-footed 50
Base Attack/Grapple+48/+80
Attack

Slam +57 (4d10+24/19-20)

Full Attack

2 slam +57 (4d10+24/19-20)

Space/Reach30 ft./30 ft.
Special AttacksWater mastery, drench, vortex
Special Qualities

Elemental traits, damage reduction 15/-, spell resistance 42

SavesFort +46, Ref +21, Will +28
AbilitiesStr 42, Dex 38, Con 31, Int 8, Wis 13, Cha 13
Skills

Jump +7, Listen +57, Spot +48, Swim +19

Feats

Alertness, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)

Epic Feats

Devastating Critical (slam), Epic Prowess (x2), Epic Toughness (x6), Epic Will, Overwhelming Critical (slam)

EnvironmentAny land
Challenge Rating35
Organization

Solitary

TreasureNone
AlignmentUsually neutral
Advancement65-288 HD (Colossal)
VersionSRD
SourcesSystem Reference Document
Stat_Block

Primal water elemental; CR 35; Colossal elemental (water, extraplanar); HD 64d8+640; hp 1,048; Init +14 (Dex); Spd 20 ft., swim 90 ft.; AC 64 (-8 size, +14 dex, +48 natural), touch 16, flat-footed 50; Base Atk +48; Grp +80; Atk +57 (4d10+24/19-20, slam); Full Atk +57 (4d10+24/19-20, 2 slam); Space/Reach 30 ft./30 ft.; SA Water mastery, drench, vortex; SQ Elemental traits, damage reduction 15/-, spell resistance 42; AL N; SV Fort +46, Ref +21, Will +28; Str 42, Dex 38, Con 31, Int 8, Wis 13, Cha 13

Skills and Feats: Jump +7, Listen +57, Spot +48, Swim +19; Alertness, Cleave, Combat Reflexes, Devastating Critical (slam), Dodge, Epic Prowess (x2), Epic Toughness (x6), Epic Will, Great Cleave, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Overwhelming Critical (slam), Power Attack, Weapon Focus (slam)

Elemental, Primal

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Water Elemental, Primal
Colossal Elemental (Water, Extraplanar)
Hit Dice:
64d8+640 (1,048 hp)
Initiative:
+14 (Dex)
Speed:
20 ft., swim 90 ft.
Armor Class:
64 (-8 size, +14 Dex, +48 natural), touch 16, flat-footed 50
Base Attack/Grapple:
+48/+80
Attack:
Slam +57 (4d10+24/19-20)
Full Attack:
2 slam +57 (4d10+24/19-20)
Space/Reach:
30 ft./30 ft.
Special Attacks:
Water mastery, drench, vortex
Special Qualities:
Elemental traits, damage reduction 15/-, spell resistance 42
Saves:
Fort +46, Ref +21, Will +28
Abilities:
Str 42, Dex 38, Con 31, Int 8, Wis 13, Cha 13
Skills:
Jump +7, Listen +57, Spot +48, Swim +19
Feats:
Alertness, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Epic Feats:
Devastating Critical (slam), Epic Prowess (x2), Epic Toughness (x6), Epic Will, Overwhelming Critical (slam)
Environment:
Any land
Organization:
Solitary
Challenge Rating:
35
Treasure:
None
Alignment:
Usually neutral
Advancement:
65-288 HD (Colossal)

Primal Air Elemental

Primal air elementals speak Auran.

Combat

Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. A primal air whirlwind is 10 feet wide at the base, 40 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet. Gargantuan or smaller creatures might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save (DC 53) when it comes into contact with the whirlwind or take 4d8 points of damage. It must also succeed at a second Reflex save (DC 53) or be picked up bodily and held suspended in the powerful winds, automatically taking 4d8 points of damage each round. A creature that can fly is allowed a Reflex save (DC 53) each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind'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 (DC 53) to cast a spell. The DC is Strength-based.

Primal Earth Elemental

Earth elementals speak Terran.

Combat

Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or water-borne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given for earth mastery, above, also apply to the elemental's opposed Strength checks.

Primal Fire Elemental

A primal fire elemental cannot enter water or any other nonflammable liquid. Unlike lesser fire elementals, a primal fire elemental may attempt to evaporate a lesser body of water if blocked. Fire elementals speak Ignan.

Combat

Burn (Ex): Those hit by a primal fire elemental's slam attack must succeed at a Reflex save (DC 51) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch fire unless they succeed at a Reflex save. The DC is Constitution-based.

Primal Water Elemental

A primal water elemental can't venture more than 360 feet from the body of water from which it emerged. Water elementals speak Aquan.

Combat

Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or elemental is land-bound, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A primal water elemental can be a serious threat to a ship that crosses its path. It can easily overturn even large craft (ships of up to 5 feet in length per Hit Dice of the elemental) and stop massive vessels (ships of less than 10 feet in length per HD). Even ocean-going behemoths (ships of less than 20 feet in length 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 non-magical origin if these are Gargantuan or smaller. The creature can dispel magical fire it touches as dispel magic cast by a caster whose level equals the elemental's HD total (64).

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 (48 rounds). 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 50 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet. Gargantuan and smaller creatures might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save (DC 58) when it comes into contact with the vortex or take 4d10 points of damage. It must also succeed at a second Reflex save (DC 68) or be picked up bodily and held suspended in the powerful currents, automatically taking 4d10 points of damage each round. A creature that can swim is allowed a Reflex save (DC 58) each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex hap-pens 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 (DC 58) to cast a spell. The DC is Strength-based.

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 +57 (4d10+24/19-20), or 2 slam +57 (4d10+24/19-20)

feats: ALERTNESS, CLEAVE, COMBAT REFLEXES, DODGE, GREAT CLEAVE, IMPROVED CRITICAL (SLAM), IMPROVED SUNDER, IRON WILL, LIGHTNING REFLEXES, POWER ATTACK, WEAPON FOCUS (SLAM), , DEVASTATING CRITICAL (SLAM), EPIC PROWESS (X2), EPIC TOUGHNESS (X6), EPIC WILL, OVERWHELMING CRITICAL (SLAM)