Water Elemental, Medium (CR 3)
AC 17, touch 11, flat-footed 16 (+1 dex, +6 natural)
hp 33 (4d10+8)
Fort +6, Ref +5, Will +5
Immune Water, elemental traits; Strong Fire
Speed 20 ft., Swim 90 ft.
Melee Slam +7 (1d8+4 plus 1d6 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 4th, Concentration +6)
1st (DC 13) – Water
Str 16, Dex 12, Con 15, Int 14, Wis 14, Cha 4
Base Atk +4; CMB +6; CMD 22
Feats Cleave, Combat Casting*, Iron Will, Power Attack
* Bonus Feat
Skills Acrobatics +6, Escape Artist +6, Knowledge (planes) +7, Perception +7, Stealth +6, Swim +16
Congeal Water (Su)
Once every 1d8+1 rounds, the elemental can surround a creature in a thin layer of magically viscous water. A target that fails the Reflex save (DC 14) 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)
Once every 1d4 rounds, 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 (+5), if it hits, the attack deals 1d6+2 water damage and must make a Fortitude save (DC 14) or be inflicted with the Drenched status effect for 1d4 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Local 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.