Difference between revisions of "Water Elemental"

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== Behaviour ==  
 
== Behaviour ==  
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Due to their nature, water elementals are dependent on there being a substantial volume of water or watery liquid nearby.  As such, they cannot venture more than 60 yards (36 [[Combat Hex|hexes]]) from a source of water that must have a minimum volue of at least 1,000 cubic feet.  Being out of water has no effect on their combat abilities, movement or strength.
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Nor are these creatures bound to a single source of water.  They can, at will, spread themselves out and move through the capillaries of groundwater, to seek out another place from which they can emerge.  Their movement while doing so is but 30 ft. per [[Combat Round|round]].  In this state, they cannot manifest above the ground, while being nearly impossible to detect.  It's enough to say that they can leave one pond and emerge from another, or enter a river, which they often do as a means of travelling great distances.
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Unlike most sentient beings, water elementals lack an intrinsic purpose.  Some serve as guardians of natural water resources, while others are tasked by summoners, who give them specific tasks and orders.  Beyond this, the water elemental possesses an enigmatic and mystical quality, one that's difficult for mortal beings to fully comprehend — for these creatures are immortal.  It "destroyed," they are cast back to the plane of water, where their memories and existence remain unaltered.
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== Advantages ==
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'''Capsizing vessels.'''  Water elementals pose a significant danger to all types of seafaring vessels. They possess the ability to capsize any craft weighing less than a ton, including its occupants and cargo, at their discretion. Moreover, when overturning isn't feasible, they can inundate boats by pouring a substantial 40 gallons of water into them every round.  Tall ships are not exempt from this, as these elementals can direct a forceful stream of water onto their decks.
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: A single blow from its fists that causes more than 21 points of damage destroys one [[Hull Point|hull point]] of a ship's exterior; Should three such points be taken, the water elemental can breach the ship's interior, wreaking havoc within.  Once inside, a water elemental requires only 15 points of damage to wreck either an exterior or interior hull point, further amplifying its destructive potential.
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See [[Bestiary]]
 
See [[Bestiary]]

Revision as of 18:18, 8 October 2023

Water Elemental
Species essence
No. Appearing 1
Behaviour servant
Range Astral
Size 10 ft. tall
Weight 810 lbs.
Intelligence 5 to 6
Armour Class 2
Hit Dice 16
Action Points 6
Max. Stride 8
THAC0 11
Hp/Die d10
Attack Forms 2: battering fists
Damage 5–30 (fists)
Special Attacks capsizing, control water, drowning, +2 weapon
to hit
, natural immunities

Water elementals are beings native to the elemental Plane of Water, and are formed from the essence of that substance and considered an elemental creature. They possess traits associated with water, consisting of a fluid and amorphous form that lacks solidity or fixed shape. They can change their shape at will, and move through water with ease.

Water Elemental.jpg

Water elementals are typically translucent, resembling clear or flowing water; this makes them difficult to see in an aquatic environment and contributes to their opportunities to surprise opponents.

Behaviour

Due to their nature, water elementals are dependent on there being a substantial volume of water or watery liquid nearby. As such, they cannot venture more than 60 yards (36 hexes) from a source of water that must have a minimum volue of at least 1,000 cubic feet. Being out of water has no effect on their combat abilities, movement or strength.

Nor are these creatures bound to a single source of water. They can, at will, spread themselves out and move through the capillaries of groundwater, to seek out another place from which they can emerge. Their movement while doing so is but 30 ft. per round. In this state, they cannot manifest above the ground, while being nearly impossible to detect. It's enough to say that they can leave one pond and emerge from another, or enter a river, which they often do as a means of travelling great distances.

Unlike most sentient beings, water elementals lack an intrinsic purpose. Some serve as guardians of natural water resources, while others are tasked by summoners, who give them specific tasks and orders. Beyond this, the water elemental possesses an enigmatic and mystical quality, one that's difficult for mortal beings to fully comprehend — for these creatures are immortal. It "destroyed," they are cast back to the plane of water, where their memories and existence remain unaltered.

Advantages

Capsizing vessels. Water elementals pose a significant danger to all types of seafaring vessels. They possess the ability to capsize any craft weighing less than a ton, including its occupants and cargo, at their discretion. Moreover, when overturning isn't feasible, they can inundate boats by pouring a substantial 40 gallons of water into them every round. Tall ships are not exempt from this, as these elementals can direct a forceful stream of water onto their decks.

A single blow from its fists that causes more than 21 points of damage destroys one hull point of a ship's exterior; Should three such points be taken, the water elemental can breach the ship's interior, wreaking havoc within. Once inside, a water elemental requires only 15 points of damage to wreck either an exterior or interior hull point, further amplifying its destructive potential.



See Bestiary