Water Elemental, Minor (CR 1)
AC 17, touch 11; flat-footed 17 (+6 natural, +1 size)
hp 13  (2d10+2)
Fort +4, Ref +3, Will +3
Immune Water, elemental traits; Strong Fire
Speed 20 ft., Swim 90 ft.
Melee Slam +5 (1d6+2 plus 1d4 water damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Congeal Water, Drench, Vortex (Reflex DC 15, 10-30 ft.), Water Gun, Water Mastery
Spells Known (SC CL 2nd, Concentration +3)
1st (DC 12) – Water
Str 14, Dex 10, Con 13, Int 12, Wis 12, Cha 4
Base Atk +2; CMB +3; CMD 13
Feats Combat Casting*, Iron Will
* Bonus Feat
Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +5, Perception +5, Stealth +8, Swim +14
Congeal Water (Su)
1/day, the elemental can surround a creature in a thin layer of magically viscous water. A target that fails the Reflex save (DC 13) 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 Gun (Su)
1/day, a water elemental can shoot water out of its mouth towards a single target with an water projectile within 30 ft. The water elemental must make a ranged touch attack (+2), if it hits, the attack deals 1d6+2 water damage and must make a Fortitude save (DC 12) or be inflicted with the Drenched status effect for 1d4 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).
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.