This translucent creature’s shape shifts between a spinning column of water and a crashing wave.
There exist 4 variants: Small Water Elementals, Medium Water Elementals, Greater Water Elementals, and Elder Water Elementals.
Environment: Any (Plane of Water)
Organization: 1-8
Proficiency Score: +6
Large; Neutral/Neutral; aquatic, outsider
Armor Class: 18 (+0 Dex, +3 Natural, -1 Size, +6 Proficiency)
Hit Points: 104 (8d10+24)
Speed: Land 20 feet, Swim 100 feet
Initiative: +0
STR | DEX | CON | INT | WIS | CHA |
18 (+4) | 10 (+0) | 17 (+3) | 6 (-2) | 11 (+0) | 11 (+0) |
Saves:
- Fortitude +9
- Reflex +6
- Will +0
Skills:
- Acrobatics +6
- Athletics +10
- Lore (Pane of Water) +4
- Perception +6
- Stealth +6
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 16; Dark Vision 60 feet
Languages: Aquan
Actions
Slam. Melee Strike +10/5/0 (reach 10 feet, unarmed) with 4d6+4 bludgeoning damage.
Vortex. As a Triple Action, a Large 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 19 Save or take 4d6+4 bludgeoning damage. On a critical failure, a creature takes double damage and is picked up in the Large Water Elemental to be carried within it to the end of its movement, where it is then dropped.