Elemental Familiar (Water) (CR 2/MR 1)

This translucent creature’s shape shifts between a spinning column of water and a crashing wave.

Mythic Small Water Elemental (CR 2/MR 1)
XP 600
Pathfinder Roleplaying Game Bestiary
N Small outsider (elemental, extraplanar, water)
Init +0; Senses darkvision 60 ft.; Perception +4

Defense

AC 18, touch 11, flat-footed 18 (+7 natural, +1 size)
hp 23 (2d10+12)
Fort +4, Ref +3, Will +0
Immune elemental traits

Offense

Speed 20 ft., swim 90 ft.
Melee slam +5 (1d6+3)
Special Attacks drench, vortex (DC 13, 10–20 ft.), water mastery

Statistics

Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 13
Feats Power AttackMF
Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14
Languages Aquan
SQ elemental grueMA, mythic masterMA

Ecology

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

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 equals elemental’s HD).

Elemental Grue (Su) Once per day per Hit Dice, a mythic elemental can ready an action to counterspell any spell cast within 30 feet with a descriptor matching its elemental type, as if using dispel magic (caster level equal to its Hit Dice). It can expend one use of its mythic power to counterspell as an immediate action, rolling twice and selecting the better result if the spell is not a mythic spell. After a successful counterspell, the elemental gains a +1 morale bonus on attack rolls, saving throws, and caster level checks for 1 minute and gains 1d4 temporary hit points times the spell’s level. These temporary hit points last for 1 hour or until expended.

Mythic Master (Su) A spellcaster with the Mythic Improved Familiar feat can call a mythic small elemental familiar. Its master gains Mythic Spell Lore as a bonus feat as long as the elemental familiar is adjacent. However, the spells its master selects with this feat must have the same descriptor as its elemental type or come from the clerical domain spell list matching its elemental type. Spells which can have multiple descriptors, such as summon monster and planar binding, can be selected with this feat but can be cast as mythic spells only when cast with the appropriate descriptor. Its master also gains 1 additional use of mythic power per day, but this use can only be used to augment a spell with that descriptor.

A masterless mythic small elemental is aggressive and savage, gaining the feral savagery (full attack) mythic ability in place of this ability.

Vortex (Su) A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.

Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

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