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 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, Minor 

Minor water elementals tend to avoid contact with others and hide themselves in the presence of existing bodies of water. They are detectable from other water (DC:17 on Perception) and have a bit more density than normal water. Moving from location to location is typically only performed by seafaring methods, but if necessary, minor water elementals may travel by land during heaving rain. As stated previously, they tend to avoid other beings and will seek to escape if engaged; however, if forced to fight, a water elementals will use its entire body as an attack in an attempt to asphyxiate its attacker. This happens by a Strength or Agility challenge, similar to grappling, but the water elemental gains +4 on the roll above body modifiers. If the elemental succeeds then it envelops around the victim in a way that restricts air flow, and the rules for holding breath and asphyxiation apply. The victim may attempt to remove the elemental and grab a breath by the same competition. Further, if attached to a victim, any damage inflicted to the water elemental automatically is conveyed upon the grappled victim as well. Vision of a minor elemental include dark vision and spirit sight. Also, one cannot be put to sleep, frightened, charmed, paralyzed, poisoned or petrified. Lastly, a water elemental resistant to piercing and edged damage; however, said damage-protection is not conveyed to a grappled victim.

Body: 27 ( STR:6, AGIL:6, RESIL:6 )
Mind: 7 ( LOGIC:2, PERC:2, JUDG:1 )
Spirit: 7 ( WILL:2, FAITH:1, MUSE:2 )
Movement: 40 feet
Size Category: Medium 
Armor Class: 14