This translucent creature’s shape shifts between a spinning column of water and a crashing wave.
Elder Water Elementals are a variant of Large Water Elementals.
Environment: Any (Plane of Water)
Organization: 1-8
Proficiency Score: +10
Gargantuan; Neutral/Neutral; aquatic, outsider
Armor Class: 23 (+0 Dex, +7 Natural, -4 Size, +10 Proficiency)
Hit Points: 156 (12d10+36)
Speed: Land 20 feet, Swim 100 feet
Initiative: +0
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 10 (+0) | 17 (+3) | 6 (-2) | 11 (+0) | 11 (+0) |
Saves:
- Fortitude +13
- Reflex +10
- Will +0
Skills:
- Acrobatics +10
- Athletics +15
- Lore (Pane of Water) +8
- Perception +10
- Stealth +10
Immunities:
- Effects with the cold, poison tags
- Critical Damage, Persistent Damage, Precision Damage
- Asleep, Paralyzed, Stunned conditions
Resistances:
- 5 against all damage
Weaknesses:
- Effects with the fire tags
Senses: Passive Perception 20; Dark Vision 60 feet
Languages: Aquan
Actions
Slam. Melee Strike +15/10/5 (reach 20 feet, unarmed) with 7d6+5 bludgeoning damage.
Vortex. As a Triple Action, an Elder Water Elemental can spin rapidly as it moves up to twice its speed. During this movement, it can pass through any occupied area. A creature’s space that it moves through while using Vortex must make a DC 23 Save or take 7d6+5 bludgeoning damage. On a critical failure, a creature takes double damage and is picked up in the Elder Water Elemental to be carried within it to the end of its movement, where it is then dropped.