Elemental, Water

Outsider: An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane.

Outsiders have darkvision.

Unlike most living creatures, an outsider does not have a dual nature — its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. A different magical effect, such as limited wish, wish, miracle, or true resurrection, is required to restore it to life. A native outsider can be raised, reincarnated, or resurrected just as other living creatures can be.

Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Elemental: An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water.

They have immunity to bleed, paralysis, poison, sleep effects, and stunning.

They are not subject to critical hits or flanking. They do not take additional damage from precision-based attacks, such as sneak attack.

Elementals do not breathe, eat, or sleep.

Extraplanar: Extraplanar is any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Creatures not extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the Ethereal Plane, or the Plane of Shadow.

Water: Water creatures have a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds. A water creature can breathe underwater and can usually breathe air as well.

Water elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage.

The elemental’s touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic.

A water elemental can create a whirlpool. This ability can only form underwater and cannot leave the water. A whirlwind’s width at its peak is always equal to half of its height. The water elemental controls the exact height. The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it. Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind. It may also be picked up bodily and held suspended in the powerful waters, automatically taking damage. A creature that can swim has an easier time to escape the whirlwind. The creature still takes damage but may leave if the save is successful. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must concentrate to cast a spell. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes, depositing them in its space. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature. The cloud obscures all vision, including darkvision, within arm’s reach. Creatures further away have concealment, while those even farther away have total concealment. Those caught in the cloud of debris must concentrate to cast a spell.

As with other elementals, all water elementals have their own unique shapes and appearances. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave “arms” to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water.

A water elemental is better in combat if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a penalty in battle.

They are resistant to all weapon damage.

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