Home >Bestiary >(Bestiary) By Type >Outsiders >Elementals >Elemental Fiend(3pp) >

Elemental Fiend, Waterfiend(3pp)

This elemental creature resembles a cone with three sides. Each side sports a single arm, leg, and face. In each arm, the creature carries fierce-looking weapon. Each face seems to be identical and all are twisted in terrifying grimaces and constant spout obscenities in a strange language. Each face has glowing eyes.

Waterfiend CR 5

XP 1,600
CE Medium outsider (chaotic, elemental, evil, extraplanar, water)
Init +1; Senses all-around vision, darkvision 60 ft.; Perception +15

DEFENSE

AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
hp 68 (8d10+24)
Fort +5; Ref +7; Will +6
DR 5/—; Immune elemental traits, cold

OFFENSE

Speed 30 ft.,swim 30 ft.
Melee 3 tridents (damage 1d8+4/x2 plus freeze)
Ranged 3 tridents +10 ranged (damage 1d8+4/x2 plus freeze)
Special Attacks freeze, water mastery

STATISTICS

Str 18, Dex 13, Con 16, Int 8, Wis 10, Cha 8
Base Atk +8; CMB +12; CMD 23 (25 vs. trip)
Feats Cleave, Intimidating Prowess, Power Attack, Weapon Focus (trident)
Skills Bluff +10, Intimidate +14, Knowledge (planes) +10, Perception +15, Sense Motive +11; Swim +12; Racial Modifiers +4 Perception
Languages Aquan
SQ willful weapon
Combat Gear 3 masterwork weapons

SPECIAL ABILITIES

All-Around Vision (Ex)

An elemental fiend’s three faces allow it to see in all directions at once. It cannot be flanked.

Freeze (Ex)

A waterfiend deals cold damage in addition to damage dealt on a successful hit in melee. Those affected by the freeze ability must also succeed on a DC 17 Reflex save or get frostbite, taking 1d6 cold damage for an additional 1d4 rounds at the start of its turn. A freezing creature can attempt a new save as a full-round action by shivering and rubbing their arms and legs. Creatures that hit a waterfiend with natural weapons or unarmed attacks take cold damage as though hit by the waterfiend. The save DC is Constitution-based.

Willful Weapon (Su)

A disarmed elemental fiend can will its weapon to return to its hand on its turn as a free action, as long as the weapon is within 30 ft. of the elemental fiend and is in its line of sight and line of effect. The weapon automatically returns to the elemental fiend’s hand even if the weapon is being held by another creature.

ECOLOGY

Environment Plane of Water
Organization solitary
Treasure standard

An elemental fiend is a rare creature from one of the elemental planes that takes the form of a roughly human-sized pillar of its native element. Upon first glance, an elemental fiend strongly resembles an elemental of the same size, but beyond that the resemblance ends. It has three faces, three legs, and an arm between each face. Each arm wields a masterwork melee weapon of unknown origin. Its three faces constantly scowl and scream at opponents, howling and babbling vulgar curses in its native tongue.

An elemental fiend attacks primarily with its weapons. It positions itself in such a way as to bring as many weapons to bear on a single opponent as possible. Because each face controls an arm, it can attack with all three weapons in one round without penalty. An elemental fiend cannot battle a single opponent with more than two of its weapons, but it can battle one, two, or three different opponents at the same time.

Waterfiends are typically found on the Plane of Water. Their weapons are masterwork tridents forged of an unknown blue metal. They are constantly cool to the touch and are immune to cold damage. They have wave-like designs that run the length of the handle.

Section 15: Copyright Notice

Waterfiend from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.