Water Primal

elemental · CR 4 · from Book of Beasts I
Water Primal
StatisticValue
Size/TypeMedium Elemental (Aquatic, Extraplanar, Water)
Hit Dice5d8+5 (27 hp)
Initiative+6
SpeedSwim 50 ft. (perfect) (10 squares)
Armor Class12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple+3/+4
AttackSlam +4 melee (1d4 plus 2d6 acid)
Full AttackSlam +4 melee (1d4 plus 2d6 acid)
Space/Reach5 ft./5 ft.
Special AttacksSpell-like abilities, acid body, turbulence, death throes
Special QualitiesTremorsense 60 ft., damage reduction 5/magic, blur, immunities, elemental traits
SavesFort +5, Ref +3, Will +4
AbilitiesStr 13, Dex 15, Con 12, Int 3, Wis 12, Cha 15
SkillsHide +10, Listen +7, Spot +7
FeatsAlertness, Improved Initiative, Iron WillB,
EnvironmentElemental Plane of Water
OrganizationSolitary
Challenge Rating5
TreasureNone
AlignmentAlways neutral
Advancement6–11 HD (Medium); 12–18 HD (Large)
Level Adjustment―

Description

A bubble of turbulent liquid moves rapidly through the surrounding medium, sending powerful ripples through the nearby water. This turbulence neither disperses nor slows its activity.

A water primal is an unusually dense volume of clear, highly-acidic water that has a shimmering, almost ooze-like appearance. It's body is as dense as the deepest parts of the ocean. A water primal must maintain contact with the surrounding water, and it is unable to jump through the air or walk across solid ground. It can only appear in water that is somehow connected with an ocean, lake or river.

Most water primals speak a simplified dialect of Aquan.

Combat

Water primals are always calm creatures and will not be hastily provoked into combat. When in battle, they will rely on their command of their element to batter a foe before closing for the kill.

Spell-Like Abilities: At will―acid splash, create water, expeditious retreat. 3/day―acid arrow, displacement. Caster level 5th. The save DCs are Charisma-based.

Turbulence (Ex): At will as a free action a water primal can cause turbulence in the water in a 20-foot-radius emanation centered on itself. Swim checks to move through the turbulence are DC 20. Water elemental creatures are unaffected by the turbulence.

The water primal can end the turbulence as a free action. The turbulence always ends when the water primal is slain.

Acidic Body (Ex): Merely touching or being touched by a water primal automatically deals 2d6 acid damage.

Blur (Su): While completely submerged the exact location of the water primal is difficult to discern, granting it concealment as the blur spell (caster level 5th).

Death Throes (Sp): When a water primal is slain, it forms a volume of boiling, tumultuous water that suddenly explodes in 1d3 rounds. If the water primal is at the surface the explosion forms acid fog lasting 2d6 rounds. The fog cloud only inflicts 1d6 points of acid damage.

Underwater the water becomes acidic in a 20-ft. radius, inflicting 1d6 points of acid damage to each creature and object within it (Fort half). The water remains acidic until dispersed by currents. The save DC is Constitution-based.

Immunities (Su): Water primals are immune to disease, acid, turn to stone, and polymorph.

Skills: While underwater the water primal has a +8 racial bonus on Hide checks. Due to the continual disturbance a water primal makes to the environment, it receives a -8 racial modifier to any Move Silently checks.

Advanced Benefits

In addition to the standard changes due to Hit Dice advancement, water primals also gain the following special benefits.

  • The caster level of the spell-like abilities is equal to the Hit Dice.
  • 9+ HD ― Add 3/day―control water to spell-like abilities.
  • 11+ HD ― Use the acid arrow and displacement spell-like abilities at will.
  • 12+ HD ― Tremorsense range increases to 120 ft. The acid damage increases to 2d8. Acid damage following death throes increases to 2d6.
  • 15+ HD ― Add 3/day―cone of cold to spell-like abilities.
  • 18 HD ― Add 1/day―polar ray to spell-like abilities.

All 820 monsters in the Netbook Bestiary