Elemental, Primal Water (CR 35)
Colossal Elemental (Water)
Alignment: Usually neutral
Initiative: +14 (Dex); Senses: Listen +57 and Spot +48
Languages: Aquan
AC: 64 (-8 size, +14 Dex, +48 natural) touch 16, flat-footed 50
Hit Dice: 64d8+820 (1,048 hp); DR: 15/-
Fort +60, Ref +48, Will +35
Speed: 20 ft., swim 90 ft.
Space: 40 ft. by 40 ft./25 ft.
Base Attack +48; Grapple +80
Attack: Slam +57 melee
Damage: Slam 4d10+16/l9-20
Special Attacks/Actions: Water mastery, drench, vortex
Abilities: Str 42, Dex 38, Con 31, Int 8, Wis 13, Cha 13
Special Qualities: Elemental traits, SR 42, water subtype
Feats: Alertness, Cleave, Combat Reflexes, Damage Reduction (x3), Devastating Critical (slam), Dodge, Great Cleave, Improved Critical (slam), Iron Will, Lightning Reflexes, Overwhelming Critical (slam), Power Attack, Weapon Focus (slam)
Skills: Jump +7, Listen +57, Spot +48, and Swim +19
Advancement: 97-288 HD (Colossal)
Climate/Terrain: Any land
Organization: Solitary
Treasure/Possessions: None
Source:
Epic Level Handbook
Elemental Traits: Immune to poison, sleep, paralysis and stunning. Not subject to critical hits.
A primal water elemental is the tempest of the open ocean embodied.
A primal water elemental appears as a high, crested wave with smaller waves for arms. Two orbs of deep green peer out of the front of the wave, serving as eyes. A primal water elemental can't venture more than 360 feet from the body of water from which it emerged. Water elementals speak Aquan with the voice of an ocean gale.
Combat
A primal water elemental can both batter and slam opponents to death.
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or elemental is land-bound, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A primal water elemental can be a serious threat to a ship that crosses its path. It can easily overturn even large craft (ships of up to 460 feet in length) and stop massive vessels (ships of less than 960 feet in length). Even ocean-going behemoths (ships of less than 1,920 feet in length) can be slowed to half speed.
Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are Gargantuan or smaller. The creature can dispel magical fire it touches as dispel magic cast by a caster whose level equals the elemental's HD total (96).
Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has (48 rounds). In vortex form, the elemental can move through the water or along the bottom at its swim speed.
The vortex is 5 feet wide at the the base, up to 50 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet.
Gargantuan and smaller creatures might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save (DC 68) when it comes into contact with the vortex or take 4d10 points of damage. It must also succeed at a second Reflex save (DC 68) or be picked up bodily and held suspended in the powerful currents, automatically taking 4d10 points of damage each round. A creature that can swim is allowed a Reflex save (DC 68) each round to escape the vortex. The creature still takes damage, but can leave if the save is successful.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including dark-vision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 68) to cast a spell.
Water Subtype
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.