A water elemental Corin prefers to summon


Small Water Elemental

N Small outsider (elemental, extraplanar, water)
Init +0; Senses darkvision 60 ft.; Perception +4


AC 17, touch 11, flat-footed 17 (+ 6 natural, +1 size)
hp 13 (2d10 +2)
Fort +4, Ref +3, Will +0
Immune elemental traits


Speed 20 ft., swim 90 ft.
Melee slam + 5 (1d6 +3)
Special Attacks drench, vortex (DC 13, 10–20 ft.), water mastery


Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 13

Power Attack

Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14
Languages Aquan


Drench (Ex)

The elemental’s touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).

Vortex (Su)

A water elemental can create a whirlpool as a standard action, at will.

Some creatures can transform themselves into whirlpools and remain in that form for up to 1 round for every 2 HD they have. If the creature has a swim speed, it can continue to swim at that same speed while in whirlwind form.

The whirlpool is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlpool’s width at its peak is always equal to half its height. The creature controls the exact height, but it must be at least 10 feet high.

The whirlpool form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlpool if it touches or enters the whirlpool, or if the whirlpool moves into or through the creature’s space. A creature in whirlpool form cannot make its normal attacks and does not threaten the area around it.

A creature that comes in contact with the whirlpool must succeed at a Reflex save (DC 10 + 1/2 the monster’s HD + the monster’s Strength modifier) or take damage as if it were hit by the whirlpool creature’s slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking the indicated damage each round. A creature that has a swim speed is allowed a Reflex save each round on its turn to escape the whirlpool. The creature still takes damage that round but can leave if the save is successful.

Creatures trapped in the whirlpool cannot move except to go where the whirlpool carries them or to escape the whirlpool. Trapped creatures can otherwise act normally, but must succeed at a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlpool take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlpool can have only as many creatures trapped inside at one time as will fit inside the whirlpool’s volume. As a free action, the whirlpool can eject any carried creatures whenever it wishes, depositing them in its space.

Water Mastery (Ex)

A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

Elemental Traits

Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.



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