# Water Elemental, Monolith
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >tentacles: 2d6 (×2)
> >Melee/Ranged: +46/+38
> >Secondary: +41/+33
> >Multiattack: +44/+36
> >M/R_PA: +36/+28
> >2nd/PA: +31/+23
> >MA_PA: +34/+26
> >Itterative: 4
> > xDmg:: Str: +14; Str2: +21; StrOH: +7; StrPA: +34; StrPA2H: +51; StrPAOH: +17
> > xDCs:: Str: 42; Dex: 34; Con: 35; Int: 29; Wis: 30; Cha: 31
> > xFeat:: 13/18 (5)
> > xClasSkil:: Acrobatics, Diplomacy, Intimidate, Knowledge (planes), Perception, Sense Motive, Swim
> > SaveDiff:: +/- 8
> > xLang:: 0/1 (1)
*A volume of animated water the size of a large inn rises up in a crude humanoid shape. Its limbs are thick tendrils of water that loosely resemble arms, its body reshaping itself to flow across the ground without breaking up or losing its form.*
<div class="grid-container"><div class="MON">Monolith Water Elemental</div>
<div class="CR">CR 17 (102,400 XP)</div>
<div class="SOU">Complete Arcane pg. 158</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Gargantuan Outsider (elemental, water)
**Init** +6
**Senses** darkvision 60 ft.; **Perception** +45
#### defense
**AC** 27, 12 touch, 21 flat-footed (+6 Dex, +15 natural, -4 size)
**hp** 432 (36d10+252)
**Fort** +19, **Refl** +28, **Will** +24
**Feint** 55, **Demoralize** 48
#### offense
**Speed** 30 ft., swim 120 ft.
**Melee** 10 tentacles +21 (1d8+10 plus grab)
**Space** 20 ft., **Reach** 20 ft.
**Special Attacks** drench, vortex, water mastery
#### statistics
**Str** 38, **Dex** 22, **Con** 25, **Int** 12, **Wis** 15, **Cha** 17
**BAB** +36, **CMB** +44, **CMD** 60, **TA** +46, **RTA** +38
**Feats** [[Alertness]], [[Awesome Blow]], [[Cleave]], [[Dodge]], [[Great Cleave]], [[Improved Bull Rush]], [[Improved Critical]] (slam), [[Improved Natural Attack]], [[Improved Sunder]], [[Iron Will]], [[Lightning Reflexes]], [[Power Attack]], [[Weapon Focus]] (slam)
**Skills** Acrobatics +42, Diplomacy +39, Intimidate +39, Knowledge (planes) +40, Perception +45, Sense Motive +45, Swim +58
**Languages**
#### special abilities
### Drench (Ex)
A water monolith's touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin of they are Huge or smaller. The creature can dispel magical fire it touches, as if using greater dispel magic (caster level 20th).
### Vortex (Su)
A water monolith can transform itself into a whirlpool at will as a standard action, provided it is underwater. It can remain in that form as long as it likes. In vortex form, a monolith can move through the water or along the bottom at its swim speed. The vortex is 10 feet wide at the base, up to 50 feet wide it the top, and up to 80 feet tall. The monolith controls the exact height, but it must be at least 20 feet. A water monolith's movement while in vortex form does not provoke attacks of opportunity, even if the monolith enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the monolith moves into or through the creature's space. Huge or smaller creatures take damage when caught in a vortex and may be swept up by it. An affected creature must succeed on a DC 42 Reflex save when it comes into contact with a vortex or take 4d6 points of damage. It must also succeed on a second DC 42 Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking the indicated damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based. A creature trapped in a vortex cannot move except to go where the water monolith carries it or to escape the vortex. It can otherwise act normally, but must make a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in the vortex take a -4 penalty to Dexterity and a -2 penalty on attack rolls. A monolith can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume. A water monolith can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned monolith always ejects trapped creatures before returning to its home plane. If the vortex's base touches the surface beneath a body of water, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell. A water monolith in vortex form cannot make slam attacks and does not threaten the area around it.
### Water Mastery (Ex)
A water monolith gains a +2 bonus on attack rolls and damage rolls if both it and its opponent are touching water. If the opponent or the elemental are touching the ground, the monolith takes a -4 penalty on attack rolls and damage rolls. A water monolith can easily affect the movement of ships in any squares it threatens as a full-round action, overturning any craft up to 180 feet long, or halting and holding motionless a ship as long as 360 feet. Larger ships can be reduced to half speed for as long as they remain threatened by the monolith.
#### ecology
**Terrain** Elemental Plane of Water
**Organization** Solitary
**Treasure** None
**Advancement** 37–54 HD (Gargantuan)
Like the other elemental monoliths, water monoliths are the chieftains and leaders of their kind. Generally unwilling to leave the Elemental Plane of Water, they can be summoned only with the most powerful of spells, and though they speak Aquan, water monoliths rarely deign to speak to creatures other than other water elementals. Their voices sound like the crashing of surf in a wild storm, and they are noticeably more intelligent and strong-willed than most of their kind.