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Medium Water Elemental ~ CR 3

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

Medium Water Elementals are a variant of Large Water Elementals.

Environment: Any (Plane of Water)

Organization: 1-8


Proficiency Score: +4

Medium; Neutral/Neutral; aquatic, outsider


Armor Class: 16 (+0 Dex, +2 Natural, +4 Proficiency)

Hit Points: 84 (7d10+14)

Speed: Land 20 feet, Swim 100 feet

Initiative: +0


STRDEXCONINTWISCHA
16 (+3)10 (+0)15 (+2)6 (-2)11 (+0)11 (+0)

Saves:

  • Fortitude +6
  • Reflex +4
  • Will +0

Skills:

  • Acrobatics +4
  • Athletics +7
  • Lore (Pane of Water) +2
  • Perception +4
  • Stealth +4

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 14; Dark Vision 60 feet

Languages: Aquan


Actions

Slam. Melee Strike +7/2/-3 (unarmed) with 3d6+3 bludgeoning damage.

Vortex. As a Triple Action, a Medium 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 16 Save or take 3d6+3 bludgeoning damage. On a critical failure, a creature takes double damage and is picked up in the Medium Water Elemental to be carried within it to the end of its movement, where it is then dropped.