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Conjured Water Elemental

These powerful animations of their element are almost always summoned and solitary. As conjured beings, they are not subject to either Mind or Spirit attacks; a conjured elemental will automatically succeed against any preservation save involving these. Also, they are resistant to blunt, edged and piercing weapons, but also resistant to corrosives. Further a water elemental is completely immune to poison. However, one is susceptible to cold attacks, reducing its movement by 20 feet until the end of its next turn. This is a cumulative effect. Lastly, once per 2d6 rounds, a water elemental can make an engulfing fluidity attack, where any creature in its movement space must make an Agility feat (DC:15). On a failure, a victim suffers d6 points of blunt damage. With this attack, the water elemental can end its movement occupying the same space as a victim, wherein the target, in addition to the blunt damage of the swell, will be automatically grappled unless making a Strength feat check (DC:12). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water; however, the victim is granted a free Strength check at the end of each of its turns. If the feat save is successful, the target escapes from the elemental's space.
Notes: Fluidity Attack
Susceptibility to Cold
Body: 63 ( STR:12, AGIL:16, RESIL:14 )
Mind: 0 ( LOGIC:0, PERC:0, JUDG:0 )
Spirit: 0 ( WILL:0, FAITH:0, MUSE:0 )
Movement: 40 feet
Size Category: Huge (+2 to hit)
Armor Class: 19
Attack: Slam
Number of d20s: 2
To-Hit Modifier: +12
Damage Type: blunt
Damage: 6 to 7 pts