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Water elementals were elemental creatures of water.[7]

Description[]

These elementals typically resembled a cresting wave of water. They could easily disappear within a body of water, becoming indistinguishable from all other liquid.[8]

Personality[]

These beings were not especially intelligent.[6] However, like all elementals, they instinctively resented any creature that conjured them from their home plane and bound them into its service.[8]

Biology[]

Being elementals, these creatures did not require any air, food, drink, or sleep to survive.[8] Though they had a highly developed sense of taste.[9]

Abilities[]

Due to being composed of water, these elementals could effortlessly move through spaces as small as 1 inch (0.025 meters). However, cold-based spells considerably restrained their movement.[1]

Prior to the Time of Troubles, water elementals were only capable of straying 6 feet (1.8 meters) away from their element.[6] Following this period and prior to the Spellplague, they were only capable of moving 180 feet (55 meters) from the body of water in which they were originally conjured.[5] Following the events of the Second Sundering, there were no longer any limits on how far water elementals could stray from bodies of water.[1]

Acid, as well as bludgeoning and piercing weaponry, was ineffective against water elementals. They could only be harmed by weaponry that was enchanted.[1] Prior to the Time of Troubles, they could only be damaged by weapons with a +2 enchantment or greater.[6]

Combat[]

Water elementals preferred to fight in bodies of water. They were capable of capsizing small boats and could impede the progress of larger craft.[10][6] Outside of water they were slower and less effective combatants.[6]

Water elementals would often attempt to grapple a larger creature or multiple smaller ones, restraining them within their watery body in an attempt to drown the victim(s).[1][8] When not attempting this, water elementals would simply slam their bodies against opponents.[1]

History[]

Water elementals were used in the Great Forge of Gauntlgrym to help contain the fire primordial Maegera.[11]

Lucan Greenharrow used water elementals to power traps in the Waterclock Crypts of Neverwinter.[12]

Society[]

Homelands[]

These beings were native to the Elemental Plane of Water.[6]

On the Prime Material plane, they were occasionally encountered in the oceans around Kara-Tur.[13]

Summoning[]

Prior to the Time of Troubles, a pool of water that was at least 1,000 cubic feet (28 cubic meters) in volume was required to summon a water elemental to the Prime Material plane, but several barrels of ale or wine would also suffice.[6]

Following this period, more effective means for summoning water elementals were available. These included the spells elemental summoning[14] and conjure water elemental.[15] There were also magical items that could achieve this, such as as a bowl of commanding water elementals and elemental gems.[16]

Languages[]

Water elementals spoke Aquan, although they rarely chose to speak.[5][1]

Relationships[]

Water elementals were favored monsters of the deities Deep Sashelas, Istishia, and Auril. Because of this, they would often act as servitors of these deities and their worshipers.[17]

Water elementals were often summoned by krakens to defend their lairs.[18]

Some acted as servants of the marid Kalbari al-Durrat al-Amwaj ibn Jari in her Citadel of Ten Thousand Pearls.[19]

Appendix[]

Appearances[]

Adventures
Dungeon #79, "The Akriloth"Dungeon #216, "The Sun Never Rises"Locathah Rising
Board Games
The Legend of Drizzt Board GameTemple of Elemental Evil Board GameDungeons & Dragons Adventure Begins
Card Games
AD&D Trading CardsDragonfire (Moonshae Storms, Sea of Swords)
Novels
ArchmageNight of the Hunter[20]Tangled Webs[21]
Video games
Dungeon HackDescent to UndermountainIcewind DaleBaldur's Gate II: Throne of BhaalNeverwinter NightsNeverwinter Nights 2
Referenced only
Baldur's Gate
Organized Play & Licensed Adventures
Boltsmelter's Book

References[]

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 125. ISBN 978-0786965614.
  2. Mike Mearls, Greg Bilsland and Robert J. Schwalb (June 15, 2010). Monster Manual 3 4th edition. (Wizards of the Coast), p. 83. ISBN 0786954902.
  3. 3.0 3.1 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), pp. 98, 100. ISBN 0-7869-2893-X.
  4. James Wyatt (October 2001). Oriental Adventures (3rd edition). (Wizards of the Coast), p. 145. ISBN 0-7869-2015-7.
  5. 5.0 5.1 5.2 Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 100. ISBN 1-5607-6619-0.
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 Gary Gygax (December 1977). Monster Manual, 1st edition. (TSR, Inc), p. 38. ISBN 0-935696-00-8.
  7. Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), p. 100. ISBN 0-7869-2893-X.
  8. 8.0 8.1 8.2 8.3 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 123. ISBN 978-0786965614.
  9. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 49. ISBN 0880383992.
  10. Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), p. 98. ISBN 0-7869-2893-X.
  11. Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). Neverwinter Campaign Setting. Edited by Tanis O'Connor. (Wizards of the Coast), p. 198. ISBN 0-7869-5814-6.
  12. Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). Neverwinter Campaign Setting. Edited by Tanis O'Connor. (Wizards of the Coast), pp. 146–147. ISBN 0-7869-5814-6.
  13. Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 114. ISBN 0-8803-8099-3.
  14. Schlieker Design (2001). Baldur's Gate II: Throne of Bhaal Game Manual , link:[1]. (BioWare).
  15. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 178. ISBN 0-7869-0394-5.
  16. Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). Dungeon Master's Guide 5th edition. (Wizards of the Coast), pp. 156, 167–168. ISBN 978-0786965622.
  17. Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Wizards of the Coast. pp. 10–15. Archived from the original on 2016-11-01. Retrieved on 2018-09-08.
  18. Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 197. ISBN 978-0786965614.
  19. Wolfgang Baur (November 1993). Secrets of the Lamp. Genie Lore. (TSR, Inc.), p. 32. ISBN 978-1560766476.
  20. R.A. Salvatore (March 2014). Night of the Hunter. (Wizards of the Coast), pp. 164–165. ISBN 0-7869-6511-8.
  21. Elaine Cunningham (May 1998). Tangled Webs. (Wizards of the Coast), p. 150. ISBN 0-7869-0698-7.
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