[Index]
WATER ELEMENTAL4 (12)
Cypher Bestiary
An animate volume of water takes the form of a curling wave, a swirling pool, or some other shape formed of liquid. Water elementals seek to flood, submerge, and drown that which is dry.
Health: 24
Damage Inflicted: Moderate wound
Movement: Short; long when swimming
Modifications: Swimming and aquatic maneuvers as level 6; stealth as level 6 when in water
Combat: Water elementals bash opponents with heavy limbs of water.
Any attack that inflicts cold damage hinders a water elemental's actions on their next turn.
Individual water elemental instances may also attack with one of the following abilities as their action.
- Spray: The elemental attacks with a short-range hosing spray of water that inflicts damage and, on a failed Might defense roll, pushes the target tumbling and rolling up to short distance away from the elemental where they end prone.
- Envelop: The elemental attacks with their entire body, attempting to envelop, drown, and crush one opponent, who can avoid with a successful dodge roll. If the opponent fails, they take a moderate wound (light, medium, and heavy armor reduce the wound's severity by one, two, or three, respectively) each round until they can escape with a successful Might task as their action.
- Fog: Up to once every hour, the elemental disassociates into a misty fog bank covering an area a very long distance in diameter. As fog, the elemental is unable to attack and is immune from attack except for area attacks. The fog persists for up to ten minutes, creating dense mist in the area (treat the area as darkness that makes ranged attacks nearly impossible and hinders melee attacks). The elemental can return to normal at any time as part of another action (including an attack).
- Waterspout: The elemental spins up into a miniature waterspout and charges forward, moving up to a long distance before becoming solid again. Anything along the line of that movement is attacked, taking a moderate wound if the elemental's attack succeeds. Even a PC's successful dodge roll inflicts one minor wound.
- Flood: The elemental floods an adjacent area with a river-like strip of fast-moving water a very long distance in length (no more than once each hour). Each round a character attempts to wade or swim the flood they must succeed on a dodge roll. A successful roll means the character escapes the water and/or fords the area of rushing water. A failed roll (or block attempt) means the character is treated as described under the elemental's Envelop attack. In addition, the character is moved a short distance in the direction of the water's flow each round they remain caught. An enveloped character can escape with a successful swimming task followed by a Might roll to reach something solid above the floodwaters, such as a riverbank or large structure.
An elemental with an enveloped opponent near water could dive deep, release their opponent to drown normally, then return to their previous position to fight other opponents.
Adventure Seed: Offerings left at a sacred pond have gone missing, and the water itself seems threatening.
Adventure Seed: Garbage or dead bodies have polluted a water source, spawning an angry elemental that attacks everyone until the mess is cleaned up.
GM Intrusion: The forceof the elemental’s attack knocks over a character,sweeps them a shortdistance away, or both.