Greater Water Elemental In-Play View

Circle: 12

Rarity: Rare

Found in:

Tags:

Masks:

Created at: 2026-04-07 19:55 by chris_allison; Updated at: 2026-04-07 20:12

A basic Water Elemental of Strength 12. Suggested Powers: Aid Summoner, Engulf, Enhance Summoner, Enrage Element, Find, Karma, Manipulate Element, Remove Element, Share Knowledge, Soothe, Spear, Spells, Temperature.


Attributes

    Dexterity: 15: 1d12+2d6
    Strength: 12: 2d10
    Constitution: 12: 2d10
    Perception: 13: 1d12+1d10
    Willpower: 13: 1d12+1d10
    Charisma: 13: 1d12+1d10
    Initiative: 17: 1d12+2d8
    Physical Defense: 24
    Mystic Defense: 14
    Social Defense: 21
    Physical Armor: 12
    Mystic Armor: 15
    Unconscious Rating: 72
    Death Rating: 72
    Wound Rating: 18
    Knockdown: 1
    Recovery Rolls: 6
    Karma: 12
    Movement: 14
    Actions: 3

Attacks


  • Unarmed: 22: 1d20+1d10+1d8 (19: 1d20+2d6)


  • Powers, Abilities and Spells


  • Water Movement (Free): Water spirits can move on and in the water as easily as on land at full movement rate.
  • Manifest (Standard)
  • Astral Sight (Simple): 26: 1d20+1d12+1d8+1d6
  • Water Powers (Standard vs. MysticDefense): 25: 1d20+1d12+1d8+1d4 (25: 1d20+1d12+1d8+1d4)


  • Talents


  • Spellcasting 26 (1d20+1d12+1d8+1d6)


  • Special Maneuvers


  • Vulnerability to Air [Elemental [Air]]: Armour counts as zero against air attacks



  • Please note that this work is a fan project based on Earthdawn which is copyrighted by FASA games.

    The Earthdawn Creatures project is available on GitHub under an MIT licence here: Earthdawn Creatures

    Developed by ToferC 2023