Medium Water Elemental
Medium elemental- Challenge
- STR
- 4
- DEX
- 1
- CON
- 2
- INT
- −3
- WIS
- 0
- CHA
- 0
- Fort
- +3
- Ref
- +3
- Will
- +0
Freeze. If the medium water elemental takes cold damage, it partially freezes; its speed is halved until the end of its next turn.
Invisible in Water. The medium water elemental is invisible while fully immersed in water.
Maneuvers. The medium water elemental uses maneuvers (maneuver save Difficulty 14). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: bonecrush, debilitating crush, disorient, hammer through, hammering blow, knockback, spring attack
Spellcasting. The medium water elemental uses Primal (cha) to cast spells (spell save Difficulty 10, +1 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
Cantrips (at will): hydraulic push, shape water
1 mana: aquatic adaptation, desiccate, ebb and flow, fog cloud, liquid body, locate water, rain, slick skin, tidal break, tidal surge, water jet, water whip
Water Form. The medium water elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 2 centimeters wide without squeezing.
Actions (2)
Slam. Melee Weapon Attack: +5 to hit. Hit: 8 (1d8 + 4) bludgeoning damage.
Maneuvers
As an action, make a melee weapon attack that deals bludgeoning damage to crush the creature’s skeletal structure.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.
You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
As an action, make a melee weapon attack with a weapon that deals bludgeoning damage to debilitate the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn..
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.
1 minute/stamina die
As an action, make a weapon attack to disorient the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended.
Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.
Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.
Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.
As an action, make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes bludgeoning damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Treat the target’s soak as being 2 less than normal.
Enhance
You can increase the damage and ignore an additional Soak for each additional stamina die expended.
Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.
As an action, make a weapon attack to knock the creature back.
On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
Spells
As an action, you shoot a jet of water at a creature that you can touch or see within 5 meters. The creature must make a Reflex saving throw.
On a failure, it takes 1d6 bludgeoning damage and is pushed 2 meters away from you if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pushed 4 meters away from you if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At higher levels
This spell’s damage increases by 1d6 and it can affect a creature of a larger size when you reach 9th level (2d6; Large) and 17th level (3d6; Huge).
Dampen flame
As an action, you shoot a jet of water at a creature or an object that you can touch or see within 5 meters. Reduce its burning condition by 2.
As an action, you choose an area of water that you can see within 5 meters and that fits within a 1-meter cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 1 meter in any direction. This movement doesn’t have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect on your turn (no action required).
At higher levels
The cube increases by 1 meter when you reach 9th level (2 meters) and 17th level (3 meters).
1 hour/mana
As an action, you adapt to life underwater. Choose fins or gills as the spell’s effect.
Fins. You grow fins and webbing between your fingers and toes; you gain a swimming speed of 5 meters for the duration.
Gills. You grow gills; you gain the ability to breathe underwater for the duration. You also retain your normal breathing pattern.
Augment
You can expend 1 additional mana to gain the benefit of both effects.
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
As an action, you drain the moisture from a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw, which it does with disadvantage if it is a plant creature, a magical plant, or a creature made of water such as a water elemental. If the creature has no moisture in its body, the spell has no effect on it.
On a failure, it takes 5d6 necrotic damage and is exhausted 1 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.
On a critical failure, it takes twice as much damage and is exhausted 2 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 6d6 for each additional mana expended.
As an action, you can unleash a stream of water that drains and heals life forces. Choose one of the following options.
Ebb. Life ebbs from a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.
On a failure, it takes 3d8 necrotic damage.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
A willing creature within 5 meters of the target can regain health equal to half the amount of necrotic damage dealt.
Flow. A creature that you can touch or see within 10 meters regains 3d6 health. A creature that you can touch or see within 5 meters of that creature must make a Fortitude saving throw.
On a failure, it takes necrotic damage equal to half the amount of healing.
Augment
You can increase Ebb’s necrotic damage by 3d8 and Flow’s healing by 3d6 for each additional mana expended.
concentration, 1 hour/mana
As an action, you create a sphere twice as big as normal of fog centered on a point within 20 meters. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it. Creatures in the area are wet while within the fog and remain wet until the end of their turn that they leave the area.
As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see or when you take fire damage, you can create a rushing torrent of water as a shield. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapon attacks until the start of your next turn, including against the triggering attack.
Additionally, you are wet until the start of your next turn.
Augment
You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is attacked or takes fire damage. The attacked creature gains the benefits instead.
(ritual)
As an action, you sense the direction of water. You learn the direction and distance to the closest substantial body of water within 10 kilometers, if any are present.
Rain
(ritual)
As an action, rain falls to the ground in a cylinder twice as big as normal centered on a point within 20 meters. You can focus the cylinder so that the rain falls within an open container or specific area that is smaller than the normal cylinder size. Creatures and objects in the area become wet until the end of their next turn. You can create up to 20 liters of clean water.
Continuous rain
concentration, 1 hour/mana
As an action, rain falls to the ground in a cylinder twice as big as normal centered on a point within 20 meters. The area is heavily obscured and creatures and objects in the area become wet until the end of their next turn. You can create up to 20 liters of clean water each turn, 200 liters of water every minute, and 12,000 liters of water every hour.
3 hours/mana
As an action, you touch a willing creature who isn’t wearing armor, and its body becomes slick until the spell ends. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4) and it becomes wet. This wetness does not end if it takes fire damage. The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).
As a reaction, which you use when you are hit by an attack or missed by 4 or less, jets of water shoot out from you. If the creature who damaged you is within 10 meters, it must make a Reflex saving throw.
On a failure, it takes 2d10 bludgeoning damage, is wet until the end of its next turn, and is pushed or pulled 2 meters away from you or toward you if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pushed or pulled 4 meters away from you or toward you if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 2d10, push the creature an additional meter, and affect a creature of a larger size for each additional mana expended.
As an action, a tidal wave surges forth from you or retreats to you. Choose to have the wave surge or retreat. Each creature other than you in a sphere centered on you must make a Reflex saving throw.
On a failure, it takes 1d10 bludgeoning damage, is wet until the end of its next turn, is knocked prone if it is Medium or smaller, and is pushed or pulled 2 meters away from you or toward you (pushed if the waves surged, pulled if the waves retreated) if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pushed or pulled 4 meters away from you or toward you (pushed if the waves surged, pulled if the waves retreated) if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 1d10 and affect a creature of a larger size for each additional mana expended.
You can expend 2 additional mana so it deals no damage, but the waves surge continuously. The duration changes to 1 minute/mana, concentration and the waves surge toward and away from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.
Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw.
You can change the direction of the waves as an action.
As an action, you unleash a jet of water. Each creature in a cone or line must make a Reflex saving throw.
On a failure, it takes 3d8 bludgeoning damage, is wet until the end of its next turn, and is pushed 2 meters away from you following the direction of the cone or line if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pushed 4 meters away from you following the direction of the cone or line if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 1d8, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.
As an action, you create a whip of water that pulls and unbalances a creature that you can touch or see within 10 meters. The creature must make a Reflex saving throw.
On a failure, it takes 3d8 bludgeoning damage, is knocked prone if it is Medium or smaller, and is pulled 2 meters toward you if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pulled 4 meters toward you if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 4d8 and affect a creature of a larger size for each additional mana expended.