bfrpg

bfrpg
Number appearingspecial
Armor class18 (m)
Move20' (15') Swim 60'
Hit dice8*
Treasure typeNone
Damage per attack1 (1d12)
Morale10

Water elementals resemble roiling waves of water, which seem to fall upon any creature attacked, only to reform the next round. They take double damage when attacked with air or wind attacks (including air elementals). A water elemental cannot move more than 60' from a body of water. They do an extra 1d8 points of damage against creatures, vehicles, or structures which are in the water.

Special Abilities

Vulnerable to Air — Take double damage when attacked with air or wind attacks (including air elementals).

Water Bound — Cannot move more than 60' from a body of water.

Aquatic Advantage — Do an extra 1d8 points of damage against creatures, vehicles, or structures which are in the water.

Source: Basic Fantasy Role-Playing Game. Attribution: Chris Gonnerman / Basic Fantasy Project. License: CC-BY-SA-4.0.

osric

osric
FrequencyVery rare
Number appearing1
Armor class2
Move60-ft; 180-ft swimming
Hit dice8, 12, or 16
% in lairNil
Damage per attack5d6
Special attacksSee below
Special defensesHit only by +2 or better magic weapons
Magic resistanceStandard
IntelligenceLow
AlignmentNeutral
SizeLarge

Water Elementals are creatures from the Elemental Plane of Water, though they may sometimes be found elsewhere. When encountered on the Prime Material Plane, usually as a result of summoning magic, they take the form of a great wave of water or other liquid, constantly in motion, but retaining an almost humanoid shape. Some claim that they have sea green eyes, of a sort, and others that they were able to discern a mouth. Like others of its kind, though, it rarely responds in kind when spoken to, its language being heard only in the crash of waves.

Special Abilities

Aquatic Combat — While Water Elementals can fight on land, they prefer to be surrounded by as much liquid as possible, which greatly increases their speed and allows them to effectively disappear from sight whenever they wish. In such an environment they strike opponents with a great watery limb for 5d6 points of damage.

Land Combat Restrictions — Water Elementals forced to fight on land cannot do so more than sixty yards from the place at which they entered the plane they are currently on, which on the Prime Material Plane is generally the place of summoning. Additionally, when fighting on land they strike opponents for only 5d4 points of damage.

Ship Attacks — Ships are particularly vulnerable to Water Elementals; they are capable of overturning any vessel with a tonnage equal to or less than their HD and of stopping those with a tonnage equal or less than the Water Elemental's hit points. Ships with a greater tonnage than the Elemental has hp total travel at 1% of their speed for each point by which they exceed it.

Source: OSRIC. Attribution: Stuart Marshall, with Matthew J. Finch / Black Blade Publishing. License: OGL-1.0a.