Water Elemental, Huge (CR 7)
AC 21, touch 13, flat-footed 16 (+4 dex, +1 dodge, +8 natural, -2 size)
hp 98 (10d10+40)
Fort +11, Ref +11, Will +7
DR 5/-; Immune Water, elemental traits; Strong Fire
Speed 20 ft., Swim 90 ft.
Melee 2 Slams +15 (2d6+7 plus 1d8 water damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Acid Droplet, Aqualung, Congeal Water, Drench, Vortex (Reflex DC 22, 10-60 ft.), Water Mastery
Spells Known (SC CL 10th, Concentration +14)
1st (DC 15) – Water
2nd (DC 16) – Water II
3rd (DC 17) – Water III, Watera
4th (DC 18) – Hydraulic Torrent
Str 24, Dex 18, Con 19, Int 18, Wis 14, Cha 4
Base Atk +10; CMB +19; CMD 34
Feats Cleave, Combat Casting*, Dodge, Great Cleave, Improved Bull Rush, Iron Will, Power Attack
* Bonus Feat
Skills Acrobatics +11, Escape Artist +15, Knowledge (planes) +13, Perception +15, Stealth +3, Swim +26
Acid Droplet (Su)
A water elemental can drench a single enemy with acid water within 30 feet for 4d6 points of water damage and is inflicted with the Poison status effect for 1d4 rounds unless they make a Fortitude save (DC 17) to negate the status effect. Blue mages may learn this ability as a 2nd level spell (Knowledge: Planes DC 19).
Once every 1d4 rounds, a water elemental can emit a 30-ft.-cone of watery breath. Creatures within the area of effect take 8d6 points of water damage and are inflicted with Silence status (Fort save DC 17 to reduce damage by half and negate the Silence status effect) for 1d6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23).
Congeal Water (Su)
Once every 1d6+1 rounds, the elemental can surround a creature in a thin layer of magically viscous water. A target that fails the Reflex save (DC 17) becomes entangled and must hold its breath or risk drowning. The target or an adjacent creature can spend a full-round action on its turn scraping off the clinging fluid, allowing a new Reflex save with a +2 bonus; otherwise, the effect lasts for 1d4 minutes. The save DC is Wisdom-based. Blue mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).
The elemental’s touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel (caster level equals elemental’s HD).
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.
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 element takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.