Elemental, Water

Theodor Kittelsen painting of a water spirit.
The Water Sprite, Theodor Kittelsen / Wikimedia Commons.
Armor Class
2 [17]
Hit Dice
8, 12, 16
Attacks
Strike (2d6)
Special
Overturn ships
Move
6/18 (when swimming)
HDE/XP
9/1,100; 13/2,300; 17/3,500

Description

Elementals are living manifestations of the basic forms of matter: earth, air, fire, and water. They are usually summoned from their native planes of existence to do the bidding of a powerful wizard. These beings can also be chained within objects or structures to give the objects magical properties. Elementals are barely intelligent at all, but they are as powerful as the forces of nature that they actually are.

Water elementals cannot move more than 60 feet from a large body of water, and their damage is reduced by 1d6 if the opponent is not standing (or in) a body of water. These powerful beings can overturn small boats, and can overturn a ship if given 1d4+4 minutes to work at it. On water, they can attack ships, battering them to pieces within one hour if not prevented or distracted.

See Also

Other creatures grouped under Elemental (White Box): Elemental, Air, Elemental, Blood, Device, Elemental, Blood, Spell, Elemental, Blood, Staff, Elemental, Cold, Device, Elemental, Cold, Spell, Elemental, Cold, Staff, Elemental, Earth, Elemental, Fire, Elemental, Lightning, Device, Elemental, Lightning, Spell, Elemental, Lightning, Staff, Elemental, Metal, Device, Elemental, Metal, Spell, Elemental, Metal, Staff, Elemental, Wood, Device, Elemental, Wood, Spell, Elemental, Wood, Staff.