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
STR | DEX | CON | INT | WIS | CHA |
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.