Elemental water

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 Edit

Race: elemental
Alignment: true neutral
Armor class: 23
Hit points: 152
Attack bonus: +19/+14/+9
Damage: 2d10+7 bludgeoning damage (creature weapon)

Hit dice (level): 16
Challenge rating: 11

  fortitude 10
reflex 9
will 10

Size: medium

  strength 24
dexterity 18
constitution 21
intelligence 6
wisdom 11
charisma 11
Damage immunity
  fire 100%
Damage reduction: 10/+2

Trained skills:(‡) listen (18), spot (18)
Feats: cleave, darkvision, power attack, weapon proficiency (creature)

Blueprint:(‡) nw_waterhuge

Special abilities Edit

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 Edit

  • 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

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