Water elementals are patient, relentless creatures made of living fresh or salt water that often hide or drag their opponents into the water to gain an advantage.
Physical Description: As with other elementals, all water elementals have their own unique shapes and appearances. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave “arms” to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water. Civilized water elementals often take the appearance of a humanoid or merfolk made of water and waves, using the foam and bubbling of the water to add physical detail, but many elementals can be considered artistic in how they display themselves to mortals, often getting creative in how they provide their form, some even taking to dyes to colour themselves. Water elementals usually see no point in continually forming a face while communicating but often still will if necessary or if they become accustomed to it. Like with all civilized elementals, water elementals who become attached their a certain appearance usually lose many of the benefits of being amorphous, much to their dismay.
Adulthood |
Intuitive |
Self-Taught |
Trained |
15 Years |
+1d4 years
(16 – 19 years) |
+1d6 years
(16 – 21 years) |
+2d6 years
(17 – 27 years) |
Gender |
Base Height |
Height Modifier |
Base Weight |
Weight Modifier |
Male |
5 ft. |
+3d12 in.
(5 ft. 3 in. – 8 ft.) |
180 lbs. |
+(3d10×5 lbs.)
(195 – 330 lbs.) |
Female |
5 ft. |
+3d12 in.
(5 ft. 3 in. – 8 ft.) |
180 lbs. |
+(3d10×5 lbs.)
(195 – 330 lbs.) |
Society: Water elementals often keep to themselves, and prefer against interacting with others unless absolutely necessary. While they do not need to eat, they often are seen as hunters waiting to ambush their pray for sport, though many civilized elementals become pickier with their desired targets, or sometimes even let them go rather then ending their captured pray, much to their primal counterparts chagrin, as a lack of trophies are seen as a sign of weakness.
Relations: While primal water elementals can be a dangerous encounter to many who live on malbaar, a civilized water elemental often is seen as a good omen by many, as a walking being of water, they can often be a lifesaver to many in many places if they currently use sea water as their physical make up. Many farming villages or places in drought would welcome a friendly elemental with open arms, some still hold some hesitation towards such visitors due to a water elementals habit of seeking pray, even by the smartest of them.
Alignment and Religion: As most water elementals are avid worshipers of oshuru dol, they often do not seek to anger their watery lord with worship of other gods, though some do. Though unlike their almighty, they are often simply the neutral alignment, but can be of any alignment with no restriction.
Adventurers: Water Elementals that choose to interact with mortals often face many opportunities, including those seeking adventure. As creatures of water, they become an immense life saver against many common dangers that many adventurers would dance on their toes to have themselves be protected from. Primarily making great warriors for many crews who go out to sea.
Standard Racial Traits
- Ability Score Racial Traits: Water Elementals are patient and strong hunters, but you don't need to mistake their patience for a sharp mind. They gain +2 Strength, and -4 Intelligence.
- Type: Water Elementals are Outsiders with the elemental and water subtypes.
- Size: Water Elementals are Medium creatures and thus receive no bonuses or penalties due to their size.
- Base Speed: Water Elementals have a base speed of 20 feet and a swim speed of 90 feet.
- Languages: Water Elementals begin play speaking Aquan. Water Elementals with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Offense Racial Traits
- Natural Attack: Water Elementals gain a slam attack as primary natural attack that deal 1d8 points of damage.
- Water Mastery (Ex): Water elementals gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the water elemental is touching the ground, the water elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the water elemental is initiating or resisting these kinds of attacks.
Defense Racial Traits
- Elemental Immunities: Water Elementals are immune to bleed, non-magical paralysis, poison, and sleep effects.
Sense Racial Traits
- Darkvision: Water Elementals have darkvision and so can see perfectly in the dark up to 60 feet.
Magical Racial Traits
- Vortex (Su): Water Elementals can create a whirlpool (DC 10 + 1/2 the water elemental's character level + the water elemental's Strength modifier, 10 ft.) as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water. The height of the whirlpool is equal to the water elementals's height.
Other Racial Traits:
- Drench (Ex): Water Elementals’s touch puts out non-magical flames of Large size or smaller. The water elemental can attempt to dispel magical fire it touches as if using dispel magic (caster level equal to the water elemental's character level).