Small Water Elemental CR 1
Usually N Small Elemental (Water, Extraplanar)Init ; Senses darkvision 60 ft.
Languages Aquan
AC 17 (+1 size, +6 natural), touch 11, flat-footed 17
hp 2d8+2 (11 hp)
Fort Ref Will
Speed 20 ft. (4 squares), swim 90 ft.
Space/Reach 5 ft./5 ft.
Base Atk +1; Grp +0
Melee slam ()
Attack Options Water mastery, drench, vortex
SQ Darkvision 60 ft., elemental traits
Abilities Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Feats Power Attack
Skills Listen +2, Spot +3
Advancement 3 HD (Small)
Environment Elemental Plane of Water
Organization Solitary
Treasure None
Familiar list: Improved Familiar — Water subtype masters, arcane caster 5th+
Water Mastery (Ex): +1 attack and damage if both it and its opponent touch water; −4 against foes on land or airborne.
Drench (Ex): Touch puts out torches, campfires, exposed lanterns, and other open nonmagical flames of Large size or smaller.
Vortex (Su): Transform into a whirlpool once every 10 minutes (see water elemental).
Familiar note: A familiar is a normal animal that becomes a magical beast when bound (type changes for effects). Use master’s level for HD effects when higher; familiar has ½ master’s hp; use master’s BAB for attacks; better of familiar or master base saves. See the familiar ability table (Alertness, improved evasion, share spells, empathic link, etc.). Improved familiars of non-animal type do not change type and do not gain speak with animals of their kind.
A small water elemental is a roughly humanoid wave about 4 feet tall.
Open Game Content · Monster entry · Familiars · Improved Familiar.