Bestiary

Online Viewer of Enchanted Realms Monsters

 

    

 Over-Category: Ideophage 
 Kingdom: Elemental 
For all practical purposes, Ideophages do not eat at all; they do no grow or sustain from a known energy. Constructs, while not the only Ideophages, are the clearest example. A golem constucted of stone will exist until the stone erodes or is significantly damaged in some way.
Elementals are creatures who are native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. These entities have darkvision out to 60 feet. Further, they have immunity to poison, sleep effects, paralysis, and stunning. Elementals do not eat food, sleep, or breathe.

Elemental, Water, Conjured 

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 METHOD —
Attack: Slam
Number of d20s: 2
To-Hit Modifier: +12
Damage Type: blunt
Damage: 6 to 7 pts