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    Default [Creature, Elem. War]The true ladies in the water

    Wai



    Gargantuan Elemental (extraplanar, water)
    Hit Dice: 31d8+217 (365 hp)
    Initiative: +8
    Speed: Swim 200 ft.
    Armor Class: 19 (+9 deflection, +4 dex, -4 size), touch 19, flat-footed 15
    Base Attack/Grapple: +23/-
    Attack: -
    Full Attack: -
    Space/Reach: 20 ft./20 ft.
    Special Attacks: Cavitation, seastate, spell-like abilities, vortex
    Special Qualities: Aquatic sight, blindsight 100 ft., darkvision, daughter of the wash, elemental traits, immunity to cold and fire, low-light vision, water dependence
    Saves: Fort +24, Ref +16, Will +18
    Abilities: Str 39, Dex 18, Con 24, Int 16, Wis 23, Cha 28
    Skills: Concentration +27, Diplomacy +26, Knowledge (the planes) +37, Listen +42, Spot +42, Swim +48
    Feats: Alertness, Dodge, Improved Initiative, Iron Will, Lightening Reflexes, Mobility, Run, Skill Focus (concentration), Toughness x3
    Environment: Elemental Plane of Water
    Organization: Solitary or Sisterhood (3-9 wai)
    Challenge Rating: 24
    Treasure: None
    Alignment: Usually neutral
    Advancement: 32-96 HD (Gargantuan), 98-186 HD (Colossal)
    Level Adjustment: -

    The wai, also known as daughters of the wash, can only be properly described as a presence, or more precisely, a disturbance. The water about takes on a sparkling clarity, and in places bubbles as it converts to steam. Spinning and dancing about all this are bits of ice ranging from the large to the miniscule in beautiful patterns and shapes. A latticework of icey strands constantly grow about the creature only to melt away a moment later, never the exact same design twice.

    If water elementals were commoners, and primals the soldiers, a wai would be the queens and princesses of all that born of the waters. They consider the entire plane of water their body, and thus their domain, with that immediately surrounding their consciousness as their eyes and ears.

    With the vastness of the plane wai are rarely seen, and even their existence is jealously guarded by other water elementals. Thus though they can exude no particular influence over their kin, wai command great respect. When danger threatens the plane it is often the wai that rallies the inhabitants.

    A wai speak aquan.

    Combat
    A wai is not bothered by the threat of physical harm, and even in the face of magical opposition they can quite easily retreat to a safer section of water. If forced to fight or defend however

    Aquatic Sight (Ex): A wai can see twice as far underwater as a human can see in normal conditions.

    Cavitation (Ex): As a full-round action a wai can manipulate water in a unique way known as cavitation that for a brief instance forms a bubble about itself. The bubble immediately collapses, superheating the water which explodes outwards. Creatures within 60 feet are permanently blinded and take 20d6 damage, half of which is force, the other half fire. If a creature within the area makes a successful Reflex saving throw (DC 32), it takes only half damage and is not blinded.

    Daughter of the Wash (Ex): A wai's presence automatically manipulates the water it inhabits at any moment as a physical manifestation. This 'body' is often an even mixture of ice, liquid and steam, though it may change these states at will. As such, a wai is completely immune to weapon damage, its essence the only vulnerable part of its self.

    Seastate (Su): As a standard action a wai can exert its control over the water with 60 feet of itself, freezing it solid or heating it to boiling temperatures.

    If freezing the water, it forms a sphere about itself as a Wall of Ice spell. Each round the wai remains in place and concentrates the wall's radius increases by 1 foot and its thickness by 1 inch to a maximum radius of 1 foot per HD.

    If heating the water, those within ten feet automatically takes 10d6 fire damage each round. Each round the wai remains in place and concentrates the heated area increases by 5 feet to a maximum distance of 5 feet per HD. The bubbles produced in this area obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

    Spell-like Abilities:
    At will - Animate Water, Water Breathing. 1/day Summon Nature's Ally IX (water elemental only). Caster level 30th.

    True Swim (Ex): A wai can move its consciousness from one location of a water source (this includes all its states, from vapor to ice) to another, as a normal being would direct their attention to a specific locale of their body. As such they may unmagically relocate their essence up to 3,000 feet as a full round action as long as the two locations are connected. Force affects and similiar spells and powers block this movement.

    Vortex (Su): A wai can spin itself into a whirlpool at will, and remain in that form indefinetely. In vortex form, the wai can move through the water at its swim speed. The vortex is 10 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the wai's size. The wai controls the exact height, but it must be 20-100 feet.

    The wai’s movement while in vortex form does not provoke attacks of opportunity, even if the wai enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the wai moves into or through the creature’s space.

    Creatures one or more size categories smaller than the wai take 2d8 + 2d6 fire damage when caught in the vortex and may be swept up by it. An affected creature must succeed on a DC 39 Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking 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.

    Creatures trapped in the vortex cannot move except to go where the wai carries them or to escape the whirlpool. Creatures caught in the whirlpool can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlpool take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The wai can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.

    The wai can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be.

    If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the wai and has a diameter equal to half the wai’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.

    Water Dependence (Ex): A wai is incapable of leaving the elemental plane of water, being inexorably bound to the underlying fabric of the plane. Teleportation spells directed at a wai simply transports the water it currently inhabits, leaving it momentarily bodiless before the space is refilled.

    Skills: A wai has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    Last edited by The Vorpal Tribble; 2007-05-06 at 08:05 PM.