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]
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[13] and conjure water elemental.[14] There were also magical items that could achieve this, such as as a bowl of commanding water elementals and elemental gems.[15]
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.[16]
Water elementals were often summoned by krakens to defend their lairs.[17]
Some acted as servants of the marid Kalbari al-Durrat al-Amwaj ibn Jari in her Citadel of Ten Thousand Pearls.[18]
Appendix
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Appearances
- Adventures
- Locathah Rising
- Board Games
- The Legend of Drizzt Board Game • Temple of Elemental Evil Board Game
- Card Games
- AD&D Trading Cards • Dragonfire (Moonshae Storms, Sea of Swords)
- Novels
- Archmage • Night of the Hunter[19] • Tangled Webs[20]
- Video games
- Baldur's Gate II: Throne of Bhaal • Dungeon Hack • Icewind Dale • Neverwinter Nights • Neverwinter Nights 2
Referenced only
References
- ↑ 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.
- ↑ Mike Mearls, Greg Bilsland, Robert J. Schwalb (June 2010). Monster Manual 3 4th edition. Edited by Greg Bilsland, et al. (Wizards of the Coast), p. 83. ISBN 978-0-7869-5490-2.
- ↑ 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.
- ↑ James Wyatt (October 2001). Oriental Adventures (3rd edition). (Wizards of the Coast), p. 145. ISBN 0-7869-2015-7.
- ↑ 5.0 5.1 5.2 Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 100. ISBN 1-5607-6619-0.
- ↑ 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.
- ↑ Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), p. 100. ISBN 0-7869-2893-X.
- ↑ 8.0 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.
- ↑ Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 49. ISBN 0880383992.
- ↑ Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), p. 98. ISBN 0-7869-2893-X.
- ↑ 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.
- ↑ 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.
- ↑ Schlieker Design (2001). Baldur's Gate II: Throne of Bhaal Game Manual , link:[1]. (BioWare).
- ↑ Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 178. ISBN 0-7869-0394-5.
- ↑ 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.
- ↑ Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Web Enhancement for Faiths and Pantheons. Wizards of the Coast. pp. 10–15. Archived from the original on 2016-11-01. Retrieved on 2018-09-08.
- ↑ 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.
- ↑ Wolfgang Baur (November 1993). Secrets of the Lamp. Genie Lore. (TSR, Inc.), p. 32. ISBN 978-1560766476.
- ↑ R.A. Salvatore (March 2014). Night of the Hunter. (Wizards of the Coast), pp. 164–165. ISBN 0-7869-6511-8.
- ↑ Elaine Cunningham (May 1998). Tangled Webs. (Wizards of the Coast), p. 150. ISBN 0-7869-0698-7.