Creature
Water Elemental
Medium to Colossal Psychic elemental—summon and polymorph template
A Water Elemental is a Psychic monster formed where excess magical particles gather in a lake, river, sea, or deep underground current. Its body changes constantly without losing coherence. It can strike, carry, engulf, shelter, and heal without becoming a different creature. See Elementals for the origin, language, and behavior shared by the species.
Water Elementals are strongly associated with Archon, the Partage, and the Cleric of Archon, but the relationship is not friendly. Archon's magic creates Water Elementals rather than commanding the natural ones. Natural Water Elementals dislike him and the divine copies moving through his network.
Their first profile becomes available with Summon or Polymorph Level 2.
Water Elemental (Polymorph & Summon Template)
Choose a known profile whose listed level is no higher than the level of Summon or Polymorph actually cast. Generate its body from the locked Spell DC; see Magical Creature Templates.
Combat Profile
| Characteristic | Level 2 | Level 4 | Level 6 | Level 8 | Level 10 |
|---|---|---|---|---|---|
| Size | Medium | Large | Huge | Gargantuan | Colossal |
| STR multiplier | ×0.60 | ×0.90 | ×1.25 | ×1.75 | ×2.50 |
| DEX multiplier | ×0.75 | ×1.00 | ×1.35 | ×1.80 | ×2.50 |
| HP per STR | 16 | 32 | 64 | 128 | 192 |
| Attacks | 3 | 4 | 6 | 7 | 9 |
| Spell Actions | 2 | 2 | 3 | 3 | 4 |
| General Actions | 4 | 5 | 6 | 8 | 10 |
| Dedicated Dodges | 2 | 2 | 3 | 4 | 5 |
| Swim Speed | 80 ft | 120 ft | 180 ft | 270 ft | 400 ft |
| Reach | 5 ft | 10 ft | 15 ft | 25 ft | 40 ft |
| DR | 2 | 4 | 8 | 16 | 32 |
| Fire Resistance | 20% | 35% | 50% | 65% | 80% |
The Water Elemental uses the standard Ground Speed generated by DEX. It can wrap its body around simple objects and creatures, but has no fingers for fine tools or complex mechanisms.
Body of Water
The Water Elemental needs no air, food, drink, or sleep. It cannot be poisoned, diseased, made to bleed, or suffocated. It is immune to damage and forced movement caused solely by water. It still has a mind and can be affected by mental attacks. Polymorph grants all these physical traits.
The elemental cannot be held by an ordinary grapple. It can pass through any opening that water could flow through, moving at half Ground or Swim Speed. A watertight seal, solid wall, or magical Barrier still blocks it.
While at least half its body touches an external body of water, the elemental recovers 10% of its maximum HP per round. Its own body does not count. Ordinary healing magic meant for living flesh cannot restore it.
After suffering cold damage, the elemental makes a Fortitude Save against that effect's DC. On a failure, both Speeds are halved, it can be grappled normally, and it cannot pass through narrow openings until the end of the following round.
A nonpermanent summoned elemental dissipates when Summon ends or it is destroyed. A permanent Water Elemental collapses into real water.
Divine Water Elementals
A Water Elemental created by Archon's divine magic or by a Cleric drawing Summon through the Partage is called a Divine Water Elemental. It uses this template. After calculating its complete sheet, increase every numerical value by 25% once, including attributes, HP, damage, actions, Speeds, Reach, DR, resistance, healing, Saves, and special-ability DCs. Do not apply the increase recursively. Spell levels, caster level, and spell slots do not change.
Divine Water Elementals can pass through the water walls of a Bassin. They commonly protect temples, Clerics, aqueducts, and the channels of the Partage.
Attacks and Fluid Control
| Attack | Level 2 | Level 4 | Level 6 | Level 8 | Level 10 |
|---|---|---|---|---|---|
| Pressure Blow | 1d10 + higher of STR or DEX | 2d10 + higher of STR or DEX | 3d10 + higher of STR or DEX | 4d10 + higher of STR or DEX | 5d10 + higher of STR or DEX |
Pressure Blow is physical damage, and DR protects normally.
Engulf. The elemental can replace one attack with a grapple attempt against a creature at least one size smaller. On success, the target is carried inside the elemental. It cannot breathe without an appropriate ability, and the elemental can move it with its own body. The target can escape through the normal grapple rules even though it cannot grapple the elemental in return.
Guiding Current. The elemental can replace one attack to move a willing creature within Reach up to its Ground or Swim Speed. An unwilling creature resists through the normal grapple rules. This movement deals no damage by itself.
Sheltering Current. The elemental can replace one attack to surround a willing creature within Reach until the beginning of the elemental's next tick. A direct physical attack against that creature strikes the elemental first. Area effects still reach both.
Psychic Racial Spells
These spells are Psychic when cast by a Water Elemental and require neither speech nor gesture. The list is cumulative.
| Racial spell | Level 2 | Level 4 | Level 6 | Level 8 | Level 10 |
|---|---|---|---|---|---|
| Aqua Surge | 1 | 3 | 5 | 7 | 9 |
| Water Blade | 1 | 3 | 5 | 7 | 9 |
| Telekinesis | 1 | 3 | 5 | 7 | 10 |
| Heal | 1 | 3 | 5 | 7 | 9 |
| Restoration | 1 | 3 | 5 | 7 | 9 |
Telekinesis. The elemental can target only water. It may shape that water into walls, ropes, hands, bridges, weapons, and other temporary forms. Every other Telekinesis rule remains unchanged.
A summoned Water Elemental uses the innate spell-slot reserve granted by Summon. The caster can give it additional slots during creation, and Spell Conduit can provide more afterward.
A creature using Polymorph learns these racial spells but gains no second reserve. Every casting spends one of the transformed creature's real spell slots.
Mind
A Water Elemental possesses a mind, understands and speaks every language, and knows its own body and racial spells. It never communicates through telepathy, including through Summon's Psychic communication. Its goals remain simple even after centuries of life. A summoned elemental begins with the fresh consciousness described by Summon. A caster using Polymorph retains their own mind.
Spells
Racial Psychic spell; improves from Level 1 to Level 9.
Levels 2 · 4 · 6 · 8 · 10Water BladeRacial Psychic spell; improves from Level 1 to Level 9.
Levels 2 · 4 · 6 · 8 · 10TelekinesisRacial Psychic spell restricted to water and able to shape it.
Levels 2 · 4 · 6 · 8 · 10HealRacial Psychic spell; improves from Level 1 to Level 9.
Levels 2 · 4 · 6 · 8 · 10RestorationRacial Psychic spell; improves from Level 1 to Level 9.