Author Topic: Water Elemental  (Read 7494 times)

Offline oslecamo

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Water Elemental
« on: July 30, 2012, 04:27:42 PM »
Water Elemental




Table: Water ElementalHD: d8


Level
1
2
3
4
5
6
7
8
9
10
11
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
+8

Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3

Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7

Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3


Special
Body of Water, Water Mastery, Drench, Vortex
Form of the Wave, +1 Con
Growth, Changing Currents, +1 Con
Fluidity, Aqua Bolt
Hydro Rush, Soak, +1 Con
Dark Clone, Aqua Ring
Drown, Rescuing Doom, +1 Con
Hydro Pump, +1 Con
Aqua Absorption, +1 Con
Tidal Wave, +1 Con
Aqua Regia, Elder Elemental, +1 Con

Skill Points: (2 + Int. Mod.) x4 at 1st level. Class Skills: Escape Artist, Hide, Move Silently, and Swim.

Proficiencies: An Elemental is proficient with its own natural weapons.

Class Features:

Body of Water: At first level, the Elemental loses all racial bonuses, traits, and abilities and gains elemental traits.

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The Water Elemental is a small Elemental that grows quickly. It starts with a base speed of 20 feet and a swim speed of 90 feet. Despite being made of water, water elementals are, for the most part, solid and can wear equipment, use weapons, and manipulate objects normally. Water elementals have the [Water] subtype, which allows it to fight and act underwater without any penalties

The Elemental possesses a single slam attack which deals damage according to its size. 1d4 when small, 1d6 when medium, 2d6 when large, 2d8 when huge. It counts as a humanoid for equipment slots.

Finally, a Water Elemental gains a bonus to its armor class in the form of a natural armor bonus equal to its constitution modifier.

Water Mastery: 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 dry ground (like desert sand or a wasteland), the elemental takes a -4 penalty on attack and damage rolls.

A water elemental can be a serious threat to a ship that crosses its path. A Water elemental can easily overturn small craft (10 feet of length per Hit Die of the elemental) and stop larger vessels (20 feet long per HD). Even large ships (40 feet long per HD) can be slowed to half speed.

Drench : The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level = elemental’s HD).

Vortex: As a standard action the elemental can transform itself into a whirlpool once every 10 minutes, and remain in that form for up to 1 round / HD. In vortex form, the elemental can move at its base speed, or at its swim speed if it has 5 HD or more. It can move on top of a water surface. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10+ feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see table for details) and may be swept up by it. An affected creature must succeed on a Reflex Save with DC 10+1/2 HD+Con mod when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save with the same DC or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save with the same DC each round to escape the vortex. The creature still takes damage, but can leave if the save is successful.

Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + 2*spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15+2*spell level) to cast a spell.

An elemental in vortex form cannot make slam attacks and does not threaten the area around it.

Vortex Statistics
HD
1-3
4-6
7-9
10-12
13-15
16-20
Damage
1d4
1d6
1d8
2d6
2d8
2d10
Height
10’-20’
10’-30’
10’-40’
10’-50’
10’-60’
10’-60’

If Vortex is used underwater, increase all DCs by 1 and whenever it deals damage, it deals extra damage equal to the water elemental's Con mod.

Ability Increases: An Air Elemental receives a bonus to its constitution score at levels 2, 3, 5, 7, 8, 9 10, 11 for a total of +8 Con at 11th level.

Form of the Wave:At 2nd level as a full round action, the Water Elemental can dissolve into its components and surge forward, dealing damage to everything in his wake. It moves up to its swim speed in a straight line, without provoking attacks of opportunity and dealing 1d6 damage per HD (1d8 per HD if underwater) to those he passed over (Reflex save for half, DC 10+1/2 HD+Con mod). The Water elemental also ignores any harmful area effects in its path while using this ability, like a Web or Solid fog, but not an obstacle that fully blocks movement like a wall (although something with large holes like a portcullis would allow it to pass just fine). Once used, this ability takes 1d4+1 rounds to recharge.

At 5 HD it may be used as a standard action.

At 10 HD as a move action.

At 15 HD as a swift action.

At 20 HD as an immediate action.

Growth: An elemental grows quickly after its birth. At 3rd level, the elemental gains the ability to spend a standard action to grow to medium size. It may remain this size for as long as it wishes and may also return to small size anytime it wishes by spending another standard action. At 7th level, this ability expands allowing to elemental to assume large size. The elemental still changes size as a standard action but the elemental may only change by one size category on any given turn. So, for example, an elemental wishing to change from small to large would need two turns. One to achieve medium size and then another to grow to large. Finally, at 11th level, the elemental gains the ability to assume huge size.

Changing Currents: Water can be either crushingly strong or elegantly delicate depending on the situation. At 3rd level the Water Elemental can, as a swift action, increase either its Str or Dex score by an amount up to its HD, but the other stat (Str if Dex was increased, Dex if Str was increased) is lowered by an equal amount. The Water elemental cannot apply a bonus/penalty that would reduce any of its stats below 1.

At 11 HD this may be used as a free action, but no more than 1/round.

Fluidity:Water may not be hard at all, but it is kinda futile to try to cut, pierce or bludgeon it. At 4th level, the Elemental gains DR/- equal to 1/2 its HD.

Aqua Bolt: At 4th level the Water elemental learns to shoot small torrents of water from its body at its opponents as a standard action. This has a range of 10 feet per HD, requires a normal ranged attack roll to succeed, and deals damage equal to the Elemental's base Slam damage plus 1.5xDex mod.

Enemies struck by the aqua bolt must succeed on a Fort save with DC 10+1/2 HD+Str mod or be Stunned for 1 round (dazed if they're immune to stun), and on a Reflex save with DC 10+1/2 HD+Dex mod or be pushed back 5 feet for every point they failed the save. If this makes them hit a solid surface or another creature, they both take 1d6 damage for every 5 feet left to move.

Aqua Bolt can also be used at point-blank range, in which case it requires a normal melee attack to hit instead of a ranged attack. The Damage it does is then base slam damage plus 1.5xStr mod.

Hydro Rush: At 5th level the Water Elemental can use half its swim speed while moving on a solid surface, as long at isn't completely dry land. In addition its base speed increases by 10 feet.

Soak: At 5th level as a swift action, for 1 round enemies damaged by the Water elemental must succeed on a Fort save or gain the [Water] Subtype for 1 hour, replacing any other subtypes they had for the duration. Soaked creatures take a -2 penalty on attack rolls, damage rolls and save DCs on any abilities that deal fire, electricity or acid damage. The Water Elemental may also use this ability as a swift or move action on an adjacent willing creature, usually to grant them the ability to fight underwater with them.

Dark Clone: At 6th level, 1/day per 6 HD as a full round action, the Water Elemental can create a perfect replica of any one creature within 5 feet per HD that lasts 1 minute before dissolving into a puddle of water. It has all the same statistics as the target, but is completely silent and can only perform basic attacks, grapple, trip, bull rush, physical skills and movement, plus any passive abilities it has. You can't use this ability in a Dark Clone.

As an immediate action, you may dissolve your clone before its duration is up, in which case you appear on its position.

Aqua Ring: Water is always the main source on the cycle of life. At 6th level the Water elemental gains fast healing equal to ½ its HD.

Drown: At 7th level, while using Vortex, as a full round action the Water Elemental can force any creatures trapped inside it to succeed on a Fort save with DC 10+1/2 HD+ Str or Dex mod (whichever is higher) or start drowning.

Rescuing Doom: Many people find it idiotic that drowning may actually stop fatal wounds. Interestingly enough, those people were the ones looking like idiots when it was shown that indeed forcing one's body into a comatose state through oxygen cuts and low temperature can indeed save lives by slowing down their metabolism to the point the body can take its time repairing itself.

The Water Elemental can now choose to not affect allies with any of its area attacks, and to carry a creature inside it while in Vortex form without harming them, in which case they benefit from the Water Elemental's fast healing.

Hydro Pump:At 8th level the Water Elemental can blow two Aqua Bolts as a full round action,  or as a standard action by taking a -2 penalty on each attack roll.

Aqua Absorption: At 9th level when the Water Elemental drinks any potion with an duration longer than instantaneous, it may choose to make it last as long as it wishes. The Water Elemental can only have one such “permanent” potion on itself for every 3 HD it has. It can end old ones as a move action.

In place of a potion, the Water Elemental may also pollute itself with a poison or disease by dissolving a piece of the appropriate poison /infected body part inside its own body. Enemies damaged by its Form of the Wave and Aqua Bolt abilities are then affected by that poison/disease as well. The save DCs of any such diseases/poisons increases by an amount equal to the Water Elemental's Con mod.

Tidal Wave:At 10th level as a full round action once every 10 minutes the Water Elemental can truly unleash the power of water! This works as Form of the Wave, except it deals 1d8 damage per HD (1d12 per HD if used underwater), the Water Elemental can move up to twice its swim speed, and fills an area up to 5 feet wide per HD. It can deal damage to any unattended objects/terrain on its wake of your choice, and perform a free trip, bull rush, grapple, disarm or sunder as a free action on any creature on its path without provoking attacks of opportunity. In the case of a successful grapple, the creature is dragged with the Water Elemental to the end point. The Water Elemental gains a +4 bonus on any of those checks if the target was underwater. In the case of a successful bull rush, the creature is pushed in the direction of the Tidal Wave.

Aqua Regia: Water is all about adaptation. At 11th level at the start of each day you can pick one of the following abilities, which lasts until the start of the next day, upon which you may continue it or choose a new one.

Aqua Aegis-You add your Con mod to your DR and Fast Healing.

Aqua Power-You add +2 to all your save DCs and your Con mod to all damage rolls (or the highest of your Str or Dex mod in the case of Vortex damage).

Aqua Speed-Whenever you perform a normal move action using your swim speed, you may take your turn's standard action at any point during that movement. If you perform a full round action, you may perform a free basic move after it before the end of your current turn.

Elder Elemental (Su): At 11th level, The Water Elemental has grown to its full strength and is considered to be amongst the grandest of its kind. The Elemental receives a +4 bonus to all bluff, diplomacy, and intimidation check regarding creatures with the Water subtype. Additionally, the Elemental can call the air to its aid. The Water Elemental can use summon monster V once a day for every 4 HD it possesses but may only us it to summon Water elementals. At 13th level, and every two levels thereafter, the Water Elemental may use this ability to cast the next highest level summon monster spell to the maximum of summon monster IX at 19th level.

Comments
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« Last Edit: January 04, 2018, 08:36:24 PM by oslecamo »

Offline phaedrusxy

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Re: Water Elemental
« Reply #1 on: July 30, 2012, 04:51:30 PM »
That larger picture is awesome. Cool class! How about renaming the last ability "Aqua Regia"?  :)
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

Offline oslecamo

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Re: Water Elemental
« Reply #2 on: July 30, 2012, 07:52:58 PM »
Good idea, I was kinda running out of names at the end. Added!