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Living WaterfallCreature 5


LargeAquaticElementalWater
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; Reflex +12; Will +10;
HP 90
Speed 20 feet (swim 60 feet)
Immunities bleed, paralyzed, poison, sleep
Resistances Fire 5

Wave One Action +15 (+10, +5) to hit (reach 10) 2d8+7 Bludgeoning

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.

Drench One Action (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).

Push or Pull 5 feet One Action

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 [/act 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.


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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Aquatic

Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.