Elemental, Water
Sentient water. A water elemental.
Imagine water moving and shaping itself as if it had its own will. Communicates in gargles and swirls.
Calm until it’s not, relativist, curious.
HD: X | Armor: as leather |
Hit it: normal | Dodge it: normal |
Move: normal, swim fast |
It is immune being grappled or petrified (because it’s liquid). It resists all damage (because it’s an elemental). It can shape water at will, and move through any small hole. Also, it recovers 1D6 HP every round spent submerged. However, it takes 1D6 damage each round spent out of water. In general, it has the same properties as water.
Attacks (1/round)
Slam. The elemental makes a melee attack (XD4 damage).
Drown. The elemental makes a grapple attempt. On success, it pours itself into the target’s mouth, inflicting 1D4 Fortitude damage. As long as it is grappled, the target can’t breathe or talk.
Create Water (X/day). The elemental creates the equivalent of a 5’ cube of water.
Random Encounter
- Monster: 1D4 water elementals.
- Lair: Neverending jet of water.
OR
Omen: Humidity rises, droplets appear everywhere. - Spoor: Flooded area.
- Tracks: Random wet things.
- Trace: Constant rain.
- Trace: A blue shard from a summoning crystal.
D6 What the Monster Wants
- Submerge the area.
- Protect a source of water.
- Fight air.
- Fight fire
- Fight earth.
- Return to water.
Binding the Elemental
You gain a Spell Dice, one Doom Point and …
- … you are always wet.
- … water is against you.
- … you need to rest in water.
- … your skin is semi translucent.
- … you can squeeze in 1’ holes.
- … the spell word water.
If you roll a catastrophe, the elemental is released.