Elemental

Elementals are incarnations of the elements that compose existence.

Combat

Elementals have varied combat abilities and tactics, but all have the same elemental qualities.

Air Elemental

Air Elemental, Small Air Elemental, Medium Air Elemental, Large
Size/Type: Small Elemental (Air, Extraplanar) Medium Elemental (Air, Extraplanar) Large Elemental (Air, Extraplanar)
Hit Dice: 2d8 (9 hp) 4d8+8 (26 hp) 8d8+24 (60 hp)
Initiative: +7 +9 +11
Speed: Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 18 (+5 Dex, +3 natural), touch 15, flat-footed 13 20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13
Base Attack/Grapple: +1/-3 +3/+4 +6/+12
Attack: Slam +5 melee (1d4) Slam +8 melee (1d6+1) Slam +12 melee (2d6+2)
Full Attack: Slam +5 melee (1d4) Slam +8 melee (1d6+1) 2 slams +12 melee (2d6+2)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Air mastery, whirlwind Air mastery, whirlwind Air mastery, whirlwind
Special Qualities: Darkvision 60 ft., elemental traits Darkvision 60 ft., elemental traits Damage reduction 5/-, darkvision 60 ft., elemental traits
Saves: Fort +0, Ref +6, Will +0 Fort +3, Ref +9, Will +1 Fort +5, Ref +13, Will +2
Abilities: Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11 Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11 Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
Feats: Flyby Attack, Improved InitiativeB, Weapon Finesse B Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Environment: Elemental Plane of Air Elemental Plane of Air Elemental Plane of Air
Organization: Solitary Solitary Solitary
Challenge Rating: 1 3 5
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: 3 HD (Small) 5-7 HD (Medium) 9-15 HD (Large)
Level Adjustment:
Air Elemental, Huge Air Elemental, Greater Air Elemental, Elder
Size/Type: Huge Elemental (Air, Extraplanar) Huge Elemental (Air, Extraplanar) Huge Elemental (Air, Extraplanar)
Hit Dice: 16d8+64 (136 hp) 21d8+84 (178 hp) 24d8+96 (204 hp)
Initiative: +13 +14 +15
Speed: Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares)
Armor Class: 21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12 26 (-2 size, +10 Dex, +8 natural), touch 18, flat-footed 16 27 (-2 size, +11 Dex, +8 natural), touch 19, flat-footed 16
Base Attack/Grapple: +12/+24 +15/+28 +18/+32
Attack: Slam +19 melee (2d8+4) Slam +23 melee (2d8+5) Slam +27 melee (2d8+6)
Full Attack: 2 slams +19 melee (2d8+4) 2 slams +23 melee (2d8+5) 2 slams +27 melee (2d8+6)
Space/Reach: 15 ft./15 ft. 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Air mastery, whirlwind Air mastery, whirlwind Air mastery, whirlwind
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits Damage reduction 10/-, darkvision 60 ft., elemental traits Damage reduction 10/-, darkvision 60 ft., elemental traits
Saves: Fort +9, Ref +19, Will +5 Fort +11, Ref +22, Will +9 Fort +12, Ref +25, Will +10
Abilities: Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11 Str 20, Dex 31, Con 18, Int 8, Wis 11, Cha 11 Str 22, Dex 33, Con 18, Int 10, Wis 11, Cha 11
Skills: Listen +11, Spot +12 Listen +14, Spot +14 Listen +29, Spot +29
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB Alertness, Blind-Fight, Cleave, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB
Environment: Elemental Plane of Air Elemental Plane of Air Elemental Plane of Air
Organization: Solitary Solitary Solitary
Challenge Rating: 7 9 11
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: 17-20 HD (Huge) 22-23 HD (Huge) 25-48 HD (Huge)
Level Adjustment:

Air elementals speak Auran, though they rarely choose to do so.

Air Elemental Sizes
Elemental Height Weight Whirlwind
Save DC Damage Height
Small 4 ft. 1 lb. 11 1d4 10-20 ft.
Medium 8 ft. 2 lb. 13 1d6 10-30 ft.
Large 16 ft. 4 lb. 16 2d6 10-40 ft.
Huge 32 ft. 8 lb. 22 2d8 10-50 ft.
Greater 36 ft. 10 lb. 25 2d8 10-60 ft.
Elder 40 ft. 12 lb. 28 2d8 10-60 ft.

Combat

Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.

Air Mastery (Ex)

Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su)

The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Earth Elemental click to see monster

Earth Elemental, Small Earth Elemental, Medium Earth Elemental, Large
Size/Type: Small Elemental (Earth, Extraplanar) Medium Elemental (Earth, Extraplanar) Large Elemental (Earth, Extraplanar)
Hit Dice: 2d8+2 (11 hp) 4d8+12 (30 hp) 8d8+32 (68 hp)
Initiative: -1 -1 -1
Speed: 20 ft. (4 squares) 20 ft. (4 squares) 20 ft. (4 squares)
Armor Class: 17 (+1 size, -1 Dex, +7 natural), touch 10, flat-footed 17 18 (-1 Dex, +9 natural), touch 9, flat-footed 18 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +1/+0 +3/+8 +6/+17
Attack: Slam +5 melee (1d6+4) Slam +8 melee (1d8+7) Slam +12 melee (2d8+7)
Full Attack: Slam +5 melee (1d6+4) Slam +8 melee (1d8+7) 2 slams +12 melee (2d8+7)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Earth mastery, push Earth mastery, push Earth mastery, push
Special Qualities: Darkvision 60 ft., earth glide, elemental traits Darkvision 60 ft., earth glide, elemental traits Damage reduction 5/-, earth glide, darkvision 60 ft., elemental traits
Saves: Fort +4, Ref -1, Will +0 Fort +7, Ref +0, Will +1 Fort +10, Ref +1, Will +2
Abilities: Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11 Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11 Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11
Skills: Listen +3, Spot +2 Listen +4, Spot +3 Listen +6, Spot +5
Feats: Power Attack Cleave, Power Attack Cleave, Great Cleave, Power Attack
Environment: Elemental Plane of Earth Elemental Plane of Earth Elemental Plane of Earth
Organization: Solitary Solitary Solitary
Challenge Rating: 1 3 5
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: 3 HD (Small) 5-7 HD (Medium) 9-15 HD (Large)
Level Adjustment:
Earth Elemental, Huge Earth Elemental, Greater Earth Elemental, Elder
Size/Type: Huge Elemental (Earth, Extraplanar) Huge Elemental (Earth, Extraplanar) Huge Elemental (Earth, Extraplanar)
Hit Dice: 16d8+80 (152 hp) 21d8+105 (199 hp) 24d8+120 (228 hp)
Initiative: -1 -1 -1
Speed: 30 ft. (6 squares) 30 ft. (6 squares) 30 ft. (6 squares)
Armor Class: 18 (-2 size, -1 Dex, +11 natural), touch 7, flat-footed 18 20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20 22 (-2 size, -1 Dex, +15 natural), touch 7, flat-footed 22
Base Attack/Grapple: +12/+29 +15/+33 +18/+37
Attack: Slam +19 melee (2d10+9) Slam +23 melee (2d10+10) Slam +27 melee (2d10+11/19-20)
Full Attack: 2 slams +19 melee (2d10+9) 2 slams +23 melee (2d10+10) 2 slams +27 melee (2d10+11/19-20)
Space/Reach: 15 ft./15 ft. 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Earth mastery, push Earth mastery, push Earth mastery, push
Special Qualities: Damage reduction 5/-, earth glide, darkvision 60 ft., elemental traits Damage reduction 10/-, earth glide, darkvision 60 ft., elemental traits Damage reduction 10/-, earth glide, darkvision 60 ft., elemental traits
Saves: Fort +15, Ref +4, Will +7 Fort +17, Ref +6, Will +9 Fort +19, Ref +7, Will +10
Abilities: Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11 Str 31, Dex 8, Con 21, Int 8, Wis 11, Cha 11 Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11
Skills: Listen +10, Spot +9 Listen +14, Spot +14 Listen +29, Spot +29
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack
Environment: Elemental Plane of Earth Elemental Plane of Earth Elemental Plane of Earth
Organization: Solitary Solitary Solitary
Challenge Rating: 7 9 11
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: 17-20 HD (Huge) 22-23 HD (Huge) 25-48 HD (Huge)
Level Adjustment:

When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from.

Earth elementals speak Terran but rarely choose to do so.

Earth Elemental Sizes
Elemental Height Weight
Small 4 ft. 80 lb.
Medium 8 ft. 750 lb.
Large 16 ft. 6,000 lb.
Huge 32 ft. 48,000 lb.
Greater 36 ft. 54,000 lb.
Elder 40 ft. 60,000 lb.

Combat

Though an earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water but prefers not to.

Earth Mastery (Ex)

An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex)

An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

Earth Glide (Ex)

An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Fire Elemental

Fire Elemental, Small Fire Elemental, Medium Fire Elemental, Large
Size/Type: Small Elemental (Fire, Extraplanar) Medium Elemental (Fire, Extraplanar) Large Elemental (Fire, Extraplanar)
Hit Dice: 2d8 (9 hp) 4d8+8 (26 hp) 8d8+24 (60 hp)
Initiative: +5 +7 +9
Speed: 50 ft. (10 squares) 50 ft. (10 squares) 50 ft. (10 squares)
Armor Class: 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 18 (-1 size, +5 Dex, +4 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-3 +3/+4 +6/+12
Attack: Slam +3 melee (1d4 plus 1d4 fire) Slam +6 melee (1d6+1 plus 1d6 fire) Slam +10 melee (2d6+2 plus 2d6 fire)
Full Attack: Slam +3 melee (1d4 plus 1d4 fire) Slam +6 melee (1d6+1 plus 1d6 fire) 2 slams +10 melee (2d6+2 plus 2d6 fire)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Burn Burn Burn
Special Qualities: Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Saves: Fort +0, Ref +4, Will +0 Fort +3, Ref +7, Will +1 Fort +5, Ref +11, Will +2
Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11 Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11 Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
Feats: Dodge, Improved InitiativeB, Weapon FinesseB Dodge, Improved InitiativeB, Mobility, Weapon FinesseB Dodge, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB
Environment: Elemental Plane of Fire Elemental Plane of Fire Elemental Plane of Fire
Organization: Solitary Solitary Solitary
Challenge Rating: 1 3 5
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: 3 HD (Small) 5-7 HD (Medium) 9-15 HD (Large)
Level Adjustment:
Fire Elemental, Huge Fire Elemental, Greater Fire Elemental, Elder
Size/Type: Huge Elemental (Fire, Extraplanar) Huge Elemental (Fire, Extraplanar) Huge Elemental (Fire, Extraplanar)
Hit Dice: 16d8+64 (136 hp) 21d8+84 (178 hp) 24d8+96 (204 hp)
Initiative: +11 +12 +13
Speed: 60 ft. (12 squares) 60 ft. (12 squares) 60 ft. (12 squares)
Armor Class: 19 (-2 size, +7 Dex, +4 natural), touch 15, flat-footed 12 24 (-2 size, +8 Dex, +8 natural), touch 16, flat-footed 16 25 (-2 size, +9 Dex, +8 natural), touch 17, flat-footed 16
Base Attack/Grapple: +12/+24 +15/+28 +18/+32
Attack: Slam +17 melee (2d8+4 plus 2d8 fire) Slam +22 melee (2d8+5 plus 2d8 fire) Slam +26 melee (2d8+6 plus 2d8 fire)
Full Attack: 2 slams +17 melee (2d8+4 plus 2d8 fire) 2 slams +22 melee (2d8+5 plus 2d8 fire) 2 slams +26 melee (2d8+6 plus 2d8 fire)
Space/Reach: 15 ft./15 ft. 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Burn Burn Burn
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold Damage reduction 10/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold Damage reduction 10/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Saves: Fort +9, Ref +17, Will +7 Fort +11, Ref +20, Will +9 Fort +14, Ref +23, Will +10
Abilities: Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11 Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11 Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +12 Listen +14, Spot +14 Listen +28, Spot +29
Feats: Alertness, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam) Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam)
Environment: Elemental Plane of Fire Elemental Plane of Fire Elemental Plane of Fire
Organization: Solitary Solitary Solitary
Challenge Rating: 7 9 11
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: 17-20 HD (Huge) 22-23 HD (Huge) 25-48 HD (Huge)
Level Adjustment:

A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it.

Fire elementals speak Ignan, though they rarely choose to do so.

Fire Elemental Sizes
Elemental Height Weight Burn Save DC
Small 4 ft. 1 lb. 11
Medium 8 ft. 2 lb. 14
Large 16 ft. 4 lb. 17
Huge 32 ft. 8 lb. 22
Greater 36 ft. 10 lb. 24
Elder 40 ft. 12 lb. 26

Combat

A fire elemental is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning the creatures and objects of the Material Plane to ashes.

Burn (Ex)

A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental’s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental’s size (see table). A burning creature can take a move action to put out the flame. The save DC is Constitution-based.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

Water Elemental

Water Elemental, Small Water Elemental, Medium Water Elemental, Large
Size/Type: Small Elemental (Water, Extraplanar) Medium Elemental (Water, Extraplanar) Large Elemental (Water, Extraplanar)
Hit Dice: 2d8+2 (11 hp) 4d8+12 (30 hp) 8d8+32 (68 hp)
Initiative: +0 +1 +2
Speed: 20 ft. (4 squares), swim 90 ft. 20 ft. (4 squares), swim 90 ft. 20 ft. (4 squares), swim 90 ft.
Armor Class: 17 (+1 size, +6 natural), touch 11, flat-footed 17 19 (+1 Dex, +8 natural), touch 11, flat-footed 18 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +1/-1 +3/+6 +6/+15
Attack: Slam +4 melee (1d6+3) Slam +6 melee (1d8+4) Slam +10 melee (2d8+5)
Full Attack: Slam +4 melee (1d6+3) Slam +6 melee (1d8+4) 2 slams +10 melee (2d8+5)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Water mastery, drench, vortex Water mastery, drench, vortex Water mastery, drench, vortex
Special Qualities: Darkvision 60 ft., elemental traits Darkvision 60 ft., elemental traits Damage reduction 5/-, darkvision 60 ft., elemental traits
Saves: Fort +4, Ref +0, Will +0 Fort +7, Ref +2, Will +1 Fort +10, Ref +4, Will +2
Abilities: Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11 Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11 Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11
Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
Feats: Power Attack Cleave, Power Attack Cleave, Great Cleave, Power Attack
Environment: Elemental Plane of Water Elemental Plane of Water Elemental Plane of Water
Organization: Solitary Solitary Solitary
Challenge Rating: 1 3 5
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: 3 HD (Small) 5-7 HD (Medium) 9-15 HD (Large)
Level Adjustment:
Water Elemental, Huge Water Elemental, Greater Water Elemental, Elder
Size/Type: Huge Elemental (Water, Extraplanar) Huge Elemental (Water, Extraplanar) Huge Elemental (Water, Extraplanar)
Hit Dice: 16d8+80 (152 hp) 21d8+105 (199 hp) 24d8+120 (228 hp)
Initiative: +4 +5 +6
Speed: 30 ft. (6 squares), swim 120 ft. 30 ft. (6 squares), swim 120 ft. 30 ft. (6 squares), swim 120 ft.
Armor Class: 21 (-2 size, +4 Dex, +9 natural), touch 12, flat-footed 17 22 (-2 size, +5 Dex, +9 natural), touch 13, flat-footed 17 23 (-2 size, +6 Dex, +9 natural), touch 14, flat-footed 17
Base Attack/Grapple: +12/+27 +15/+31 +18/+35
Attack: Slam +17 melee (2d10+7) Slam +21 melee (2d10+8) Slam +25 melee (2d10+9/19-20)
Full Attack: 2 slams +17 melee (2d10+7) 2 slams +21 melee (2d10+8) 2 slams +25 melee (2d10+9/19-20)
Space/Reach: 15 ft./15 ft. 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Water mastery, drench, vortex Water mastery, drench, vortex Water mastery, drench, vortex
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits Damage reduction 10/-, darkvision 60 ft., elemental traits Damage reduction 10/-, darkvision 60 ft., elemental traits
Saves: Fort +15, Ref +9, Will +7 Fort +17, Ref +14, Will +9 Fort +19, Ref +16, Will +10
Abilities: Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11 Str 26, Dex 20, Con 21, Int 8, Wis 11, Cha 11 Str 28, Dex 22, Con 21, Int 10, Wis 11, Cha 11
Skills: Listen +11, Spot +12 Listen +14, Spot +14 Listen +29, Spot +29
Feats: Alertness, Cleave, Great Cleave, Power Attack, Improved Bull Rush, Iron Will Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack Alertness, Cleave, Great Cleave, Improved Critical (slam), Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack
Environment: Elemental Plane of Water Elemental Plane of Water Elemental Plane of Water
Organization: Solitary Solitary Solitary
Challenge Rating: 7 9 11
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: 17-20 HD (Huge) 22-23 HD (Huge) 25-48 HD (Huge)
Level Adjustment:

A water elemental can’t venture more than 180 feet from the body of water from which it was conjured.

Water elementals speak Aquan but rarely choose to do so.

Water Elemental Sizes
Elemental Height Weight Vortex
Save DC Damage Height
Small 4 ft. 34 lb. 13 1d4 10-20 ft.
Medium 8 ft. 280 lb. 15 1d6 10-30 ft.
Large 16 ft. 2,250 lb. 19 2d6 10-40 ft.
Huge 32 ft. 18,000 lb. 25 2d8 10-50 ft.
Greater 36 ft. 21,000 lb. 28 2d8 10-60 ft.
Elder 40 ft. 24,000 lb. 31 2d8 10-60 ft.

Combat

A water elemental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents.

Water Mastery (Ex)

A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

Drench (Ex)

The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).

Vortex (Su)

The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see table for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex’s effects varies with the elemental’s size. The save DC is Strength-based.

Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in vortex form cannot make slam attacks and does not threaten the area around it.

Skills

A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.