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Elemental Ruler; Water

by Jamie Baty

RC 176
Colossal Elemental (Water)
Hit Dice: 41d8+287 (471 hp)
Initiative: +6 (+6 Dex)
Speed: 20 ft. (4 squares), swim 90 ft. (18 squares)
Armour Class: 25 (-8 size, +6 Dex, +17 natural), touch 8, flat-footed 19
Base Attack/Grapple: +30/+62
Attack: Slam +39 melee (8d12 +16)
Full Attack: 2 Slam +39 melee (8d12 +16)
Space/Reach: 30 ft. +/30 ft.+
Special Attacks: Drench, summon water allies, vortex, water mastery
Special Qualities: Damage reduction 15/-, darkvision 60ft., elemental traits, state of water
Saves: Fort +29, Ref +21, Will +16
Abilities: Str 42, Dex 22, Con 25, Int 12, Wis 13, Cha 13
Skills: Diplomacy +11, Gather Information +11, Listen +39, Search +11, Sense Motive +11, Spot +39, Survival +11, Swim +34
Feats: Alertness, Awesome Blow, Cleave, Devastating Critical (slam), Swim-by Attack, Great Cleave, Improved Bull Rush, Improved Critical, Improved Sunder, Iron Will, Lightning Reflexes, Overwhelming Critical (slam), Power Attack, Weapon Focus (slam)
Environment: Elemental Plane of Water
Organisation: Solitary
Challenge Rating: 22
Treasure: None
Alignment: Always neutral
Advancement: 42-80 HD (Colossal)
Level Adjustment: -

Water elemental rulers are colossal versions of regular water elementals. They are generally 2ft tall per HD. They are friendly with all creatures native to their plane, and with one another. They are suspicious of natives of the Material Plane, and have a true hatred of creatures from the Plane of Air.
Water elemental rulers must stay within 180ft of a large body of water.
Water elemental rulers speak Aquan. They rarely bother to learn any other languages.

Not particularly violent nor particularly friendly, water elemental rulers are difficult to deal with (by Material Plane standards). When annoyed or threatened, they will attack. When threatened by powerful enemies, water elemental rulers most often will summon allies, and then turn into a vortex long enough for the allies to arrive. Weak foes will be battered and smashed quickly by slams.

Drench (Ex): The water elemental ruler's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).

Summon Water Allies (Sp): Once per hour, a water elemental ruler can summon creatures native to the Plane of Water (elementals, undines, and hydrax are most common). Summoned creatures will arrive in 1d10x3 rounds. The total HD of summoned creatures cannot exceed 2x the ruler's HD. The summoned creatures obey the ruler's commands willingly and without hesitation, even suicidal ones.

Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 10 feet wide at the base, up to 60 feet wide at the top, and up to 82ft tall (2ft per HD). The elemental ruler controls the exact height, but it must be at least 20 feet. The elemental ruler's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental ruler moves into or through the creature's space.
Creatures one or more size categories smaller than the elemental ruler might take 4d8 damage when caught in the vortex and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects is DC 46. The save DC is Strength based.
Creatures trapped in the vortex cannot move except to go where the elemental ruler carries them or to escape the vortex. Creatures caught in the vortex can otherwise act normally, but must make a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in the vortex take a -4 penalty to Dexterity and a -2 penalty on attack rolls.
The elemental ruler can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume. The elemental ruler can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental ruler always ejects trapped creatures before returning to its home plane.
If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centred on the elemental ruler and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 20 + spell level) to cast a spell.
An elemental ruler in vortex form cannot make slam attacks and does not threaten the area around it

Water Mastery (Ex): A water elemental ruler 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 elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A water elemental ruler can be a serious threat to a ship that crosses its path. An elemental can easily overturn a craft (5 feet of length per Hit Die of the elemental) and can stop larger vessels (10 feet long per HD). Even the largest of ships (20 feet long per HD) can be slowed to half speed.

Damage Reduction (Su): A water elemental ruler has damage reduction of 15/-.

State of Water (Ex): Water elemental rulers take minimum damage from fire-based attacks and spells but take double damage from air-based spells and attacks regardless of whether a saving throw is allowed, or if the save is a success or failure.

Skills: A water elemental ruler has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe.