Kryx RPGThemesCreatures
Small Water Elemental

Small Water Elemental

Small elemental
Challenge
½

STR
2
DEX
1
CON
2
INT
−3
WIS
−1
CHA
0

27
5d6+10
13
Fort
+3
Ref
+2
Will
−1
Damage resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities poison
Condition immunities burning, exhausted, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Speed 4 m., swim 5 m.
Skills Insight −1 (10), Perception −1 (10), Primal +1 (12)
Senses darkvision 10 m.
Languages Aquan

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 4 meters until the end of its next turn.

Maneuvers. The small water elemental uses maneuvers (maneuver save DC 12). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:

1 stamina die: bonecrush, debilitating crush, disorient, hammer through, hammering blow, knockback, spring attack

Spellcasting. The small water elemental uses Primal (Cha) to cast spells (spell save DC 10, +2 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 (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will): hydraulic push, shape water

1 mana: aquatic adaptation, create or purify water, desiccate, ebb and flow, fog cloud, liquid body, locate water, rain, slick skin, tidal break, tidal surge, water jet, water whip

Water Form. The 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

Slam. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 4 (1d4 + 2) bludgeoning damage.

Coastal, Swamp, Underwatersrd

Maneuvers

1 minute/stamina die

As an action, you can make a melee weapon attack that deals bludgeoning damage in an attempt to crush its skeletal structure. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration.

A 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 and the slowed level by 1 for every two additional stamina die expended.

As an action, you can make a melee weapon attack with a weapon that deals bludgeoning damage in an attempt to debilitate the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn.

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, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A 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 augment this maneuver with the following options, expending stamina dice for each option.
  • 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.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

As an action, you can 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 succeed on a Reflex saving throw, taking bludgeoning damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). Treat the target’s soak as being 2 less than normal.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 2 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.