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