Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



Water Fundamental

by Jamie Baty

X8 27, DMR2 42
Tiny Elemental (Water)
Hit Dice: 1d8+1 (5 hp)
Initiative: +6 (+6 Dex)
Speed: fly 30 ft. (good), swim 30 ft. (6 squares)
Armour Class: 20 (+2 size, +6 Dex, +2 natural), touch 18, flat-footed 14
Base Attack/Grapple: 0/-10
Attack: Slam +8 melee (1d6 -2)
Full Attack: Slam +8 melee (1d6 -2)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: -
Special Qualities: Damage Reduction 5/magic, darkvision 60ft., elemental traits, immunity to mind affecting spells
Saves: Fort +3, Ref +6, Will +0
Abilities: Str 6, Dex 23, Con 13, Int 3, Wis 10, Cha 5
Skills: Hide +18*, Listen +2, Move Silently +10, Spot +2
Feats: Weapon Finesse
Environment: Any aquatic
Organisation: Solitary, Pair, Crew (2-5), or Flock (5-20)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny); 3 HD (Small)
Level Adjustment: -

Water fundamentals bear translucent wings spanning 1 to 2 feet. Tiny droplets of water continually spray from these wet, glistening wings. In bright sunlight, they appear as fantastically beautiful, rainbow-coloured creatures; casting pools of coloured light over the surface of the water as they skim above.
Water fundamentals are often seen flying above, and diving into, large bodies of water. They prefer oceans and deep lakes, but have been found anywhere water is found. Not only do they need water as sustenance, but they must immerse themselves in it for at least one hour per day.

Combat
Water fundamentals attack with the same swooping dives as their fiery brethren. Tactically, these water-based creatures tend to charge a target straight on, en masse.

Damage Reduction (Su): A water fundamental has damage reduction of 5/magic.

Immunity to Mind Affecting Spells (Ex): A water fundamental is immune to all mind-affecting spells.

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

Water Subtype: A water fundamental can move in water without making Swim checks. A water fundamental can breathe underwater and can breathe air as well.

Skills: Water fundamentals have a +4 racial bonus to all Hide and Move Silently checks. *A water fundamental receives an additional +8 racial bonus to Hide checks when they are underwater.