Mythic Elemental, Water

Thousands of gallons of water rise up to become a tentacled face, a bulbous body, and four long tentacular appendages.

Mythic Elder Water Elemental CR 14/MR 5

XP 38,400
N Huge outsider (elemental, extraplanar, mythic, water)
Init +6; Senses darkvision 60 ft.; Perception +20

DEFENSE

AC 30, touch 16, flat-footed 22 (+6 Dex, +2 dodge, +14 natural, –2 size)
hp 202 (16d10+114)
Fort +14, Ref +18, Will +6; DR 10/—; Immune elemental traits

OFFENSE

Speed 20 ft., swim 90 ft.
Melee 4 slams +24 (2d10+10/18–20 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks drench, fast swallow, mythic power (5/day, surge +1d8), pressure wave, smother, swallow whole (2d10+10 bludgeoning damage, AC 14, 20 hp, DR 10/—), vortex (at will, 10–60 ft., 2d10+10 damage, DC 28), water mastery

STATISTICS

Str 30, Dex 22, Con 19, Int 12, Wis 13, Cha 11
Base Atk +16; CMB +28 (+30 bull rush or sunder, +32 grapple); CMD 48 (50 vs. bull rush or sunder)
Feats Cleave, Dodge M, Great Cleave, Improved Bull Rush, Improved Critical (slam) M, Improved Sunder, Lightning Reflexes, Power Attack M
Skills Acrobatics +25, Escape Artist +25, Knowledge (planes) +20, Perception +20, Sense Motive +20, Stealth +17, Swim +37.
Languages Aquan

SPECIAL ABILITIES

Drench (Ex)

The elemental’s touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level 16th).

Pressure Wave (Su)

A mythic water elemental can expend one use of mythic power to create a 60-foot-radius bust of pressurized water. Creatures in the area must attempt a DC 22 Fort save. Success means the creature is sickened for 1d4 rounds; failure means the creature is nauseated for 1d4 rounds and sickened for 1d4 rounds after that. If the elemental expends two uses of mythic power, creatures nauseated by this ability also take slam damage. Creatures with the aquatic or water subtypes are immune to this ability.

The save DC is Constitution-based.

Swallow Whole (Ex)

The elemental can use this ability on a creature it has grabbed. If a trapped creature cuts itself free, the hole heals itself closed at the start of the elemental’s next turn, allowing it to use swallow whole again.

Vortex (Su)

A water elemental can create a whirlpool as a standard action, at will (as a whirlwind, but only underwater and cannot leave the water).

Water Mastery (Ex)

If a water elemental and its opponent are touching water, the elemental gains a +1 bonus on attack rolls, damage rolls, and bull rush and overrun combat maneuver checks. If it or the opponent are touching the ground, the elemental takes a –4 penalty on attack rolls, on damage rolls, and to its CMD to resist bull rush and overrun attempts.

ECOLOGY

Environment any (Plane of Water)
Organization solitary, pair, or gang (3–8)
Treasure none

A mythic water elemental comes from the unknowable depths of its home plane, predating the current civilizations and gods. A witness to ancient and bizarre acts of life-creation, it is unconcerned about the interests of mortal creatures.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.

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