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Elemental water

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 Edit

Race: elemental
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)

Hit dice (level): 21
Challenge rating: 14

Saves
  fortitude 11
reflex 11
will 12

Size: medium

Abilities
  strength 26
dexterity 20
constitution 21
intelligence 6
wisdom 11
charisma 11
Damage immunity
  fire 100%
Damage reduction: 10/+2

Trained skills:(‡) listen (23), spot (23)
Feats: cleave, darkvision, improved critical (creature), power attack, weapon proficiency (creature)

Blueprint:(‡) nw_watergreat

Special abilities Edit

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 Edit

  • 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

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