Water elemental

Ferocious and powerful as a stormy sea, Water elementals are incapable of venturing far from the body of water that gave them birth.

Like other Elementals, Water elementals are outsiders. They inhabit elemental plane of Water.

Sizes
Water elementals come in four different sizes to choose from:
 * Standard economy size
 * Huge
 * Greater
 * Elder

Characteristics
Race: Outsider

Alignment: Neutral

AC: 19, 23 (Huge), 24 (Greater), 25 (Elder)

HD: 4, 16 (Huge), 21 (Greater), 24 (Elder)

Good saves: All

Poor saves: -

CR: 4, 11 (Huge), 14 (Greater), 16 (Elder)

Attacks

 * Normal: Slam 1d8+3
 * Huge: Slam 2d10+7
 * Greater: Slam 2d10+8
 * Elder: Slam 2d10+9

Special Attacks
The elemental detaches a portion of its body and launches it at its enemies, resulting in a loss of 50% of its hit points. All creatures hostile to the elemental within the area of effect (large) must make a DC20 fortitude save or die instantly.
 * 1 x Pulse, Water Elemental Drown

Special Defenses

 * Damage Reduction: +2 Soak 10 Damage (Huge, Greater), +3 Soak 15 (Elder)
 * Immunity: Fire 100% (Huge, Greater, Elder)
 * Immunity: Disease
 * Immunity: Critical hit
 * Immunity: Mind spells
 * Immunity: Paralysis
 * Immunity: Poison
 * Immunity: Sneak attack

Skills
A Water elemental has good ranks in the following skills:
 * Listen
 * Spot

Feats

 * Cleave (All except smallest)
 * Darkvision
 * Improved Critical (creature) (Greater, Elder)
 * Power Attack
 * Weapon proficiency (creature)

Special Abilities
None