Water Elemental, Large (CR 5)
AC 18, touch 12, flat-footed 15 (+2 dex, +1 dodge, +6 natural, -1 size)
hp 72 (8d10+24)
Fort +9, Ref +8, Will +6
DR 5/-; Immune Water, elemental traits; Strong Fire
Speed 20 ft., Swim 90 ft.
Melee 2 Slams +12 (1d8+5 plus 1d6 water damage)
Space 10 ft.; Reach 10 ft.
Special Attacks Acid Droplet, Congeal Water, Drench, Vortex (Reflex DC 19, 10-40 ft.), Water Mastery
Spells Known (SC CL 8th, Concentration +11)
1st (DC 14) – Water
2nd (DC 15) – Water II
Str 20, Dex 14, Con 17, Int 16, Wis 14, Cha 4
Base Atk +8; CMB +14; CMD 27
Feats Cleave, Combat Casting*, Dodge, Great Cleave, Iron Will, Power Attack
* Bonus Feat
Skills Acrobatics +9, Escape Artist +11, Knowledge (planes) +10, Perception +11, Stealth +5, Swim +24
Acid Droplet (Su)
Once every 1d2 rounds, 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 16) to negate the status effect. Blue mages may learn this ability as a 2nd level spell (Knowledge: Planes DC 19).
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 16) 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.