
Ferocious and powerful as a stormy sea, huge 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: 23
Hit points: 152
Attack bonus: +19/+14/+9
Damage: 2d10+7 bludgeoning damage (creature weapon)
Abilities | ||
---|---|---|
strength | 24 | |
dexterity | 18 | |
constitution | 21 | |
intelligence | 6 | |
wisdom | 11 | |
charisma | 11 |
Trained skills:(‡) listen (18), spot (18)
Feats: cleave, darkvision, power attack, weapon proficiency (creature)
Blueprint:(‡) nw_waterhuge
Special abilities[]
A huge 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 summon creature VII spell summons a weaker creature with only 20 strength, 19 constitution, and 1d10+5 damage per hit. This reduces its attack bonus by 2, lowers its fortitude save to 9, and drops its hit points to 136. The ResRef of this summons is
nw_s_waterhuge
.
See also: water elemental, greater water elemental, elder water elemental