Living Waterfall
Creature 5 — aquatic, elemental, water
SnareAnvilLANDAQUATICelementalwater
Living waterfalls are humanoid-shaped columns of churning water. They see the water as their natural domain and even aquatic animals as interlopers. When summoned, they are surly, but will grudgingly guard all forms of aquatic sites. Water elementals can be very destructive, but often not intentionally so; just as water can bring life to mortals in need, its waves can pound shores and rains can flood cities. Water elementals are similarly difficult to predict.
Source: pathfinder-monster-core
Perception +10; darkvision
Languages thalassic
Skills athletics +13, stealth +12
Str
+4
Dex
+3
Con
+3
Int
-2
Wis
+1
Cha
+0
AC 20
Fort +14
Ref +12
Will +10
HP 90
Immunities bleed, paralyzed, poison, sleep
Resistances fire 5
Speed 20 feet, swim 60 feet
Offense
Melee Wave (reach-10) +15, Damage 2d8+7 bludgeoning plus Push Or Pull
Abilities
Waterbound — When not touching water, the living waterfall is Slowed 1 and can't use reactions.
Vortex (aura, water) — 30 feet.
Water in the area that is in the same body of water as the living waterfall is difficult terrain for Swimming creatures that don't have the water trait.
Water in the area that is in the same body of water as the living waterfall is difficult terrain for Swimming creatures that don't have the water trait.
Drench (primal, water) — The elemental puts out all fires in a 5-foot emanation.
It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+14 counteract modifier).
It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+14 counteract modifier).
Push or Pull 5 feet — The living waterfall can choose whether to push or pull the creature on a successful hit.
Push 1
Requirements The monster's last action was a successful Strike that lists Push in its damage entry
Effect The monster attempts to Shove the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.
Pull 1
Requirements The monster's last action was a success with a Strike that lists Pull in its damage entry
Effect The monster attempts to Reposition the creature, moving it closer to the monster. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Pull lists a distance, change the distance the creature is pulled on a success to that distance.
Push 1
Requirements The monster's last action was a successful Strike that lists Push in its damage entry
Effect The monster attempts to Shove the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.
Pull 1
Requirements The monster's last action was a success with a Strike that lists Pull in its damage entry
Effect The monster attempts to Reposition the creature, moving it closer to the monster. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Pull lists a distance, change the distance the creature is pulled on a success to that distance.
WORKS WELL WITH
CrasherLAND / AQUATICA heavy striker finishes off a target this creature has already pushed or pulled out of a defensible position.
FlankerAQUATICA mobile striker can exploit the difficult terrain the vortex creates for swimmers, since it can move through the water unimpeded.
PUNISHES
✖ ranged reliance✖ clumping
This creature is Slowed and loses its reactions away from water, so it does not pair well with encounters staged on dry ground.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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