Water Elementals

This translucent creature’s shape shifts between a spinning column of water and a crashing wave.

Water elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage. As with other elementals, all water elementals have their own unique shapes and appearances. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave “arms” to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water.

Water Elemental Size Height Weight Vortex Height
Small 4 ft. 34 lbs. 10–20 ft.
Medium 8 ft. 280 lbs. 10–30 ft.
Large 16 ft. 2,250 lbs. 10–40 ft.
Huge 32 ft. 18,000 lbs. 10–50 ft.
Greater 36 ft. 21,000 lbs. 10–60 ft.
Elder 40 ft. 24,000 lbs. 10–60 ft.
SMALL WATER ELEMENTAL
CR 1 XP 400
N
Small outsider (elemental, extraplanar, water)
MEDIUM WATER ELEMENTAL
CR 3 XP 800
N
Medium outsider (elemental, extraplanar, water)
LARGE WATER ELEMENTAL
CR 5 XP 1,600
N
Large outsider (elemental, extraplanar, water)
HUGE WATER ELEMENTAL
CR 7 XP 3,200
N
Huge outsider (elemental, extraplanar, water)
GREATER WATER ELEMENTAL
CR 9 XP 6,400
N
Huge outsider (elemental, extraplanar, water)
ELDER WATER ELEMENTAL
CR 11 XP 12,800
N
Huge outsider (elemental, extraplanar, water)
 

Ice Elementals

From the waist up, this icy creature’s features are humanoid, but below its body is a snake-like, slithering tail.

Ice elementals are creatures made of animated snow and ice. They form in especially cold parts of the Plane of Water and along its border with the Plane of Air, where giant icebergs careen off of world-high waterfalls into the open sky. Ice elementals vary in their exact appearance.

Ice Elemental Size Height Weight
Small 4 ft. 30 lbs.
Medium 8 ft. 260 lbs.
Large 16 ft. 2,000 lbs.
Huge 32 ft. 16,000 lbs.
Greater 36 ft. 19,000 lbs.
Elder 40 ft. 22,000 lbs.
SMALL ICE ELEMENTAL
CR 1 XP 400
N
Small outsider (air, cold, elemental, extraplanar, water)
MEDIUM ICE ELEMENTAL
CR 3 XP 800
N
Medium outsider (air, cold, elemental, extraplanar, water)
LARGE ICE ELEMENTAL
CR 5 XP 1,600
N
Large outsider (air, cold, elemental, extraplanar, water)
HUGE ICE ELEMENTAL
CR 7 XP 3,200
N
Huge outsider (air, cold, elemental, extraplanar, water)
GREATER ICE ELEMENTAL
CR 9 XP 6,400
N
Huge outsider (air, cold, elemental, extraplanar, water)
ELDER ICE ELEMENTAL
CR 11 XP 12,800
N
Huge outsider (air, cold, elemental, extraplanar, water)
 

Water Wysp

This watery orb resonates with a gentle, nurturing hum. Its soothing glow and rhythmic undulations capture the calming ebb and flow of the ocean.

Wysps are five races of tiny elemental beings. Aether wysps were the first wysps, born of the same convergence between ethereal and elemental that spawned the aether element. For a time, the first wysps roamed the Ethereal and Elemental Planes freely in symphonies led by exuberant wysp conductors, playing out the otherworldly music of their resonances, but soon the elemental lords discovered the value of wysps as minions, and bred them into new races to support their forces in battle. Today, most wysps do their best to support allies, even giving their lives for their masters. Free symphonies of wysps still exist on their home planes and the Material Plane, though the enslavement of their kind has made them shy.  Even in the harshest servitude, wysps retain their curious nature and intelligence. When free to act as they please, they are playful and carefree, with mild differences in personality between the elements. Water wysps are gentle and nurturing. Wysps happily offer their services to kind allies, though generally only elementally attuned creatures, kineticists, and spellcasters who summon elementals can make much use of a wysp’s assistance. A 7th-level spellcaster who has the Improved Familiar feat can gain a wysp as a familiar.

WYSP CONDUCTOR  
These free-spirited leaders of wysp symphonies often have either the advanced simple template (with ranks in Perform) or levels in bard. Their resonance doesn’t stack with inspire courage, so wysp conductors often take archetypes that trade out inspire courage or grant elemental-themed powers. A few wysp conductors have class levels in kineticist, elemental bloodline sorcerer, or other elemental-themed classes.  

CR 2 XP 600
N
Tiny outsider (elemental, water)
Init +1; Senses darkvision 60 ft.; Perception +7
Aura resonance (30 ft.)
DEFENSE
AC
13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 22 (3d10+6)
Fort +5, Ref +4, Will +2
Immune elemental traits
OFFENSE
Speed
30 ft., swim 90 ft.
Melee 2 tendrils +9 (1d3+3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks drench
STATISTICS
Str
13, Dex 12, Con 14, Int 10, Wis 13, Cha 13
Base Atk +3; CMB +2; CMD 13 (can’t be tripped)
Feats Power Attack, Weapon Focus (tendril)
Skills Bluff +7, Heal +6, Knowledge (planes) +5, Perception +7, Sense Motive +7, Stealth +14, Swim +15
Languages Aquan
SQ living battery, servitor
ECOLOGY
Environment
any (Plane of Water)
Organization solitary, cloud (3–8), symphony (10–40 plus 1 wysp conductor), or retinue (1–6 plus a powerful elemental creature)
Treasure none
SPECIAL ABILITIES
Drench (Ex)
A water wysp’s touch puts out Large or smaller nonmagical flames. The creature can dispel magical fire it touches as per dispel magic (caster level = the wysp’s HD).
Living Battery (Ex) As an immediate action, a wysp can kill itself to cause a creature benefiting from its resonance to heal 2 hit points for each of that creature’s HD. If the wysp uses this ability, its death can’t be prevented, and its life can’t be restored by any effect less than true resurrection, miracle, or wish, even if such an effect can normally revive an outsider.
Resonance (Ex) A wysp’s natural resonance strengthens the power of its element. The wysp grants a +2 competence bonus on attack rolls and damage rolls to all creatures within 30 feet with an elemental subtype that matches the wysp’s, and to the DCs of all racial spell-like, supernatural, and extraordinary abilities of such creatures (as usual, this does not include creatures assuming an elemental form). Kineticists within 30 feet who share the wysp’s element gain a +1 competence bonus on attack rolls and damage rolls. The wysp’s statistics already include these bonuses.
Servitor (Ex) A wysp is a natural servitor. When it uses the aid another action to assist a creature benefiting from its resonance, the wisp can grant that creature a +4 bonus instead of +2. No other effect can increase this bonus beyond +4.
 

Ooze Mephit

With a body reminiscent of gelatinous sludge, this small humanoid oozes with every step. Its wings drip with slime as it plods forward.

Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Ooze mephits are commonly found on the Plane of Water. These mephits are disgusting and slow to act.

CR 3 XP 800
N
Small outsider (water)
Init +6; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC
17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
hp 19 (3d10+3); fast healing 2 (only in wet or muddy environments)
Fort +2, Ref +5, Will +3
DR 5/magic
OFFENSE
Speed
30 ft., fly 40 ft. (average), swim 30 ft.
Melee 2 claws +5 (1d3+1)
Special Attacks breath weapon (15-foot cone of slime, 1d4 acid damage and sicken living creatures for 3 rounds, Reflex DC 13 for half damage and negate sicken)
Spell-Like Abilities (CL 6th; concentration +8)
1/hour—acid arrow
1/day—stinking cloud (DC 15), summon (level 2, 1 mephit of the same type 25%)
STATISTICS
Str
13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Dodge, Improved Initiative
Skills Bluff +8, Fly +10, Perception +6, Stealth +12, Swim +9
Languages Common, Aquan
ECOLOGY
Environment
any (Plane of Water)
Organization solitary, pair, gang (3–6), mob (7–12)
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Su)
Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
 

Water Mephit

Fluid and graceful, this small humanoid figure’s body has a lustrous sheen. Its wings ripple like water, and its face bears a playful smirk.

Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Water mephits are commonly found on the Plane of Water. These mephits are constant jokesters.

CR 3 XP 800
N
Small outsider (water)
Init +6; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC
17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
hp 19 (3d10+3); fast healing 2 (only underwater)
Fort +2, Ref +5, Will +3
DR 5/magic
OFFENSE
Speed
30 ft., fly 40 ft. (average), swim 30 ft.
Melee 2 claws +5 (1d3+1)
Special Attacks breath weapon (15-foot cone of acid, 1d8 acid damage, Reflex DC 13 for half)
Spell-Like Abilities (CL 6th; concentration +8)
1/hour—acid arrow
1/day—stinking cloud (DC 15), summon (level 2, 1 mephit of the same type 25%)
STATISTICS
Str
13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Dodge, Improved Initiative
Skills Bluff +8, Fly +10, Perception +6, Stealth +12, Swim +9
Languages Common, Aquan
ECOLOGY
Environment
any (Plane of Water)
Organization solitary, pair, gang (3–6), mob (7–12)
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Su)
Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
 

Tojanida

This creature resembles a cross between a turtle and a crab, with flippers instead of legs, a snapping beak, and two pincers.

Tojanidas are bizarre natives from the Plane of Water that resemble mixes between monstrous crabs and enormous snapping turtles. Originally elemental beings of water, tojanidas were bound into their strange forms long ago for unclear reasons, and no longer know how they might eventually return to their pure and formless state. Determined to preserve their pride, the grotesque tojanidas ply the waters of the planes seeking hedonistic pleasures— especially culinary ones—and the adoration of other races. Loquacious when addressed with the proper respect, they make excellent heralds and emissaries for more powerful beings, and often enjoy posing as such even when operating on their own. When riled, however, tojanidas make fearsome opponents, violent and eager juggernauts with snapping jaws and clacking pincers. Adult tojanidas are roughly 6 feet long and weigh several hundred pounds. When threatened, a tojanida can retract its limbs most of the way into its shell, which is an irremovable part of its body. The ring of eyes completely encircling the tojanida’s shell along its rim makes the creature extremely difficult to catch by surprise. While tojanidas adore eating, as they find flavor and texture to be two of the most fascinating senses, they don’t actually need to consume food, instead drawing sustenance directly from the currents of arcane energy all around them via the magic of their shells. Blessed (some might say cursed) with extremely long racial memories, tojanidas wander the oceans and lakes of innumerable worlds, attempting to find unusual physical pleasures or conversation capable of distracting them from the insufferable ennui and apathy born of remembering their ancestors’ experiences. Though the tojanidas themselves may not appreciate the burden of memory, adventurers and scholars often seek the use of a tojanida’s recalled lore.

CR 5 XP 1,600
N
Medium outsider (extraplanar, water)
Init +1; Senses all-around vision, darkvision 60 ft.; Perception +14
DEFENSE
AC
21, touch 12, flat-footed 19 (+1 Dex, +1 dodge, +9 natural)
hp 51 (6d10+18)
Fort +8, Ref +6, Will +3
Resist electricity 10, fire 10
OFFENSE
Speed
10 ft., swim 90 ft.
Melee bite +9 (1d6+3), 2 claws +9 (1d6+3)
Special Attacks ink cloud
STATISTICS
Str
16, Dex 13, Con 17, Int 10, Wis 12, Cha 9
Base Atk +6; CMB +9; CMD 21 (29 vs. trip)
Feats Blind-Fight, Dodge, Power Attack
Skills Bluff +5, Escape Artist +10, Knowledge (planes) +9, Perception +14, Perform (act) +5, Sense Motive +10, Stealth +7, Survival +7, Swim +11
Racial Modifiers +4 Perception
Languages Aquan
ECOLOGY
Environment
any water (Plane of Water)
Organization solitary, pair, clutch (3–6), or cult (1 tojanida plus 2–12 humanoid followers)
Treasure standard
SPECIAL ABILITIES
Ink Cloud (Ex)
A tojanida can emit a 30-foot-radius sphere of ink once per minute as a free action. The ink provides total concealment in water, and persists for 1 minute. If used out of the water, the jet of ink is a line 30 feet long, and creatures in the area must succeed at a DC 16 Reflex save or be blinded for 1 round. The save DC is Constitution-based.
 

Water Veela

With skin like water, this slender humanoid moves with a liquid elegance. Every gesture evokes the rhythmic ebb and flow of tidal waves.

Capricious yet alluring, veelas are elemental spirits given shape. On the Elemental Planes, veelas revel in the unbridled energy of the elements from which they draw power. On the other planes, however, they lose some measure of the elemental energy saturating their forms. To compensate for this, they can siphon vitality from other living beings by engaging them in their ancient dances. Veelas typically do this with a creature’s permission, leaving partners exhilarated but exhausted. Only in the most dire circumstances does a veela use its dance as a weapon. Those few who can match these elemental spirits’ movements might earn a veela’s respect and compel it to share some of its beneficial magical powers.  A veela typically stands just under 6 feet tall and weighs approximately 140 pounds.

CR 7 XP 3,200
N
Medium outsider (extraplanar, water)
Init +3; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC
19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 85 (9d10+36)
Fort +10, Ref +9, Will +6
DR 10/magic; Immune cold; SR 18
OFFENSE
Speed
30 ft., swim 30 ft.
Melee mwk dagger +13/+8 (1d4+5/19–20 plus 1d6 cold), mwk dagger +13/+8 (1d4+5/19–20 plus 1d6 cold) or  2 slams +14 (1d4+5 plus 1d6 cold)
Special Attacks beckoning dance, elemental veil
Spell-Like Abilities (CL 9th; concentration +14)
At will—hydraulic push, resist energy (cold only)
3/day—cure serious wounds, suggestion (DC 18)
1/day—cone of cold (DC 20), dispel magic
STATISTICS
Str
20, Dex 17, Con 19, Int 14, Wis 11, Cha 20
Base Atk +9; CMB +14; CMD 27
Feats Ability Focus (beckoning dance), Combat Reflexes, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting
Skills Acrobatics +15, Bluff +17, Diplomacy +17, Knowledge (any one) +13, Perception +12, Perform (dance) +21, Sense Motive +12, Stealth +15, Swim +17
Racial Modifiers +4 Perform (dance)
Languages Aquan, Common
ECOLOGY
Environment
any water (Plane of Water)
Organization solitary, pair, or troupe (3–6)
Treasure standard (2 mwk daggers)
SPECIAL ABILITIES
Beckoning Dance (Su)
As a standard action, a veela can compel a target that it can see to join it in dancing. The target must succeed at a DC 21 Will save or find herself forced to dance with the veela for up to 1 minute. At the end of each of the target’s turns, she must attempt a Perform (dance) check opposed by the veela’s Perform (dance) check. If the target doesn’t meet or exceed the veela’s result, she takes 1d4 points of Constitution damage and becomes fatigued. For every point of Constitution damage a veela deals in this way, it heals 5 hit points. Hit points healed in excess of its maximum become temporary hit points that last up to 1 hour before dissipating. While engaged in a beckoning dance, both a veela and its target are protected from being attacked as if by a sanctuary spell (DC 18). Any target of a veela’s beckoning dance that exceeds the veela’s result on the opposed Perform check ends the beckoning dance and gains the benefits of the veela’s cure serious wounds spell-like ability (if any uses of that ability remain), which consumes one of the veela’s daily uses. Targets that save against a veela’s beckoning dance can’t be affected by that veela’s beckoning dance again for 24 hours. The save DC is Charisma-based.
Elemental Veil (Su) A veela’s link to a particular element manifests as an overflow of energy that infuses its natural attacks and any melee weapons it holds, causing it to deal an extra 1d6 points of damage on any successful melee attack. This is electricity damage for an air veela, bludgeoning damage for an earth veela, fire damage for a fire veela, and cold damage for a water veela. In addition, as a standard action a veela can wreathe itself in a luminescent halo of energy. This duplicates the effect of the spell fire shield (caster level 9th) but deals damage of the same damage type as the extra melee damage. Ending or resuming this effect is a standard action.
 

Marid

This being resembles a powerful giant with hairless blue-green skin, deep blue eyes, flamboyant eyebrows, and pearlescent teeth.

Marids are genies from the Plane of Water. The most powerful of all the genie races, they are said to possess the strength of the ocean’s currents and teeth made of pearl. A marid stands about 16 feet tall and weighs nearly 2,500 pounds. The marids are perhaps the most unpredictable and capricious of the genies, a quality that the others (particularly shaitans) find to be both aggravating and embarrassing to the entire genie culture. Many marids become dancers, storytellers, performers, or other types of artists, and often travel to the Material Plane in disguise to seek out new audiences.
A small percentage of marids can lay claim to nobility. Noble marids, often called shahzadas, have 14 Hit Dice and gain the following spell-like abilities:
3/day—cone of cold, ice storm;
1/day—elemental swarm (water elementals only), permanent image. A noble marid’s caster level for its spell-like abilities is 20th. Noble marids are CR 11.

CR 9 XP 6,400
CN
Large outsider (extraplanar, water)
Init +8; Senses darkvision 60 ft.; Perception +17
DEFENSE
AC
23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9 natural, –1 size)
hp 114 (12d10+48)
Fort +10, Ref +12, Will +10
OFFENSE
Speed
20 ft., swim 60 ft.
Melee 2 slams +17 (2d6+6) or mwk trident +18/+13/+8 (2d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks vortex (1/10 minutes, 10–50 ft. tall, 1d8+4 damage, DC 22), water mastery, water’s fury
Spell-Like Abilities (CL 12th; concentration +15)
Constant—detect evil, detect good, detect magic, water walk
At will—create water, invisibility, plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), purify food and drink (liquids only), quench
5/day—control water, gaseous form, obscuring mist, water breathing
3/day—see invisibility (DC 18)
1/day—persistent image
1/year—grant 1 wish (to nongenies only)
STATISTICS
Str
23, Dex 19, Con 18, Int 14, Wis 15, Cha 16
Base Atk +12; CMB +19; CMD 34
Feats Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Improved InitiativeB, Improved Natural Attack, Power Attack
Skills Craft (any one) +17, Diplomacy +18, Knowledge (planes) +17, Perception +17, Sense Motive +17, Spellcraft +17, Stealth +15, Swim +29
Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
SQ change shape (water elemental, humanoid or giant, alter self, elemental body III, or giant form I)
ECOLOGY
Environment
any (Plane of Water)
Organization solitary, pair, company (3–6), or band (7–12)
Treasure standard (masterwork trident, other gear)
SPECIAL ABILITIES
Water Mastery (Ex)
A marid gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the marid is touching the ground, the marid takes a –4 penalty on attack and damage rolls.
Water’s Fury (Su) As a standard action, a marid can release a jet of water in a 60-foot line that deals 1d6 points of damage and blinds the target struck for 1d6 rounds. A DC 20 Reflex save reduces the damage by half and negates the blinding effect. The save DC is Constitution-based.
Vortex (Su) A marid can transform into a vortex of swirling, churning water once every 10 mintues. This ability functions identically to the whirlwind ability, save that it can only be used while the marid is underwater; a marid cannot leave a body of water while in vortex form.
 

Brine Dragon

A blue-green neck frill sweeps back from the head of this dragon, leading to a body of shiny scales and fin-like crests.

Although not inherently evil, brine dragons have little patience for kindness and philanthropy. As they age, they grow more and more opinionated and obsessed with power—by adult age, a brine dragon counts itself a failure if it doesn’t rule over a collection of “lesser beings” such as humans, merfolk, locathah, or even sahuagin.

FULL INTERACTIVE CODE COMING SOON

WYRMLINGVERY YOUNGYOUNGJUVENILEYOUNG ADULTADULTMATURE ADULTOLDVERY OLDANCIENTWYRMGREAT WYRM
CE
dragon
Init ; Senses dragon senses; Perception
DEFENSE
AC

hp
Fort , Ref , Will
Immune paralysis, poison, sleep
OFFENSE
Speed 40 ft., burrow 20 ft., climb 30 ft., fly
Melee
Space ft.; Reach
Special Attacks breath weapon
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk ; CMB ; CMD
Feats
Skills
Languages
SQ
ECOLOGY
Environment

Organization solitary
Treasure triple
SPECIAL ABILITIES