
Ferocious and powerful as a stormy sea, greater water elementals are incapable of venturing far from the body of water that gave them birth.
Statistics[]
Race: elemental
Size: medium
Alignment: true neutral
Armor class: 24
Hit points: 199
Attack bonus: +24/+19/+14
Damage: 2d10+8 bludgeoning damage (creature weapon; criticals 19-20/x2)
Abilities | ||
---|---|---|
strength | 26 | |
dexterity | 20 | |
constitution | 21 | |
intelligence | 6 | |
wisdom | 11 | |
charisma | 11 |
Trained skills:(‡) listen (23), spot (23)
Feats: cleave, darkvision, improved critical (creature), power attack, weapon proficiency (creature)
Blueprint:(‡) nw_watergreat
Special abilities[]
A greater water elemental has the standard elemental immunities to critical hits, disease, mind-affecting spells, paralysis, poison, and sneak attacks.
This creature can use its drown ability once per day.
Notes[]
- The elemental swarm spell summons an identical creature, other than having a ResRef of
nw_sw_watergreat
. - The summon creature VIII spell summons a weaker creature with only 18 hit dice and 19 constitution. This reduces its attack bonus by 3 and lowers its fortitude save to 10, will save to 11, hit points to 178, and challenge rating to 13. The ResRef of this summons is
nw_s_watergreat
.
See also: water elemental, huge water elemental, elder water elemental