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Greater Water Elemental ~ CR 7

This translucent creature’s shape shifts between a spinning column of water and a crashing wave.

Greater Water Elementals are a variant of Large Water Elementals.

Environment: Any (Plane of Water)

Organization: 1-8


Proficiency Score: +8

Huge; Neutral/Neutral; aquatic, outsider


Armor Class: 21 (+0 Dex, +5 Natural, -2 Size, +8 Proficiency)

Hit Points: 130 (10d10+30)

Speed: Land 20 feet, Swim 100 feet

Initiative: +0


STRDEXCONINTWISCHA
20 (+5)10 (+0)17 (+3)6 (-2)11 (+0)11 (+0)

Saves:

  • Fortitude +11
  • Reflex +8
  • Will +0

Skills:

  • Acrobatics +8
  • Athletics +13
  • Lore (Pane of Water) +6
  • Perception +8
  • Stealth +8

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 18; Dark Vision 60 feet

Languages: Aquan


Actions

Slam. Melee Strike +13/8/3 (reach 15 feet, unarmed) with 5d6+5 bludgeoning damage.

Vortex. As a Triple Action, a Greater 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 21 Save or take 5d6+5 bludgeoning damage. On a critical failure, a creature takes double damage and is picked up in the Greater Water Elemental to be carried within it to the end of its movement, where it is then dropped.