Water Primal
| Statistic | Value |
|---|---|
| Size/Type | Medium Elemental (Aquatic, Extraplanar, Water) |
| Hit Dice | 5d8+5 (27 hp) |
| Initiative | +6 |
| Speed | Swim 50 ft. (perfect) (10 squares) |
| Armor Class | 12 (+2 Dex), touch 12, flat-footed 10 |
| Base Attack/Grapple | +3/+4 |
| Attack | Slam +4 melee (1d4 plus 2d6 acid) |
| Full Attack | Slam +4 melee (1d4 plus 2d6 acid) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Spell-like abilities, acid body, turbulence, death throes |
| Special Qualities | Tremorsense 60 ft., damage reduction 5/magic, blur, immunities, elemental traits |
| Saves | Fort +5, Ref +3, Will +4 |
| Abilities | Str 13, Dex 15, Con 12, Int 3, Wis 12, Cha 15 |
| Skills | Hide +10, Listen +7, Spot +7 |
| Feats | Alertness, Improved Initiative, Iron WillB, |
| Environment | Elemental Plane of Water |
| Organization | Solitary |
| Challenge Rating | 5 |
| Treasure | None |
| Alignment | Always neutral |
| Advancement | 6–11 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.