Demon, Water (CR 4)

Medium Outsider (Chaotic, Evil, and Water)
Alignment: Always chaotic evil
Initiative: +5; Senses: Listen +12


AC: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Hit Dice: 8d8 (36 hp); DR: 5/good
Fort +6, Ref +7, Will +7
Speed: 30 ft., swim 60 ft.
Space: 5 ft./5 ft.
Base Attack +8; Grapple +9
Attack: Claw +10 melee
Full Attack: 2 claws +10 melee and bite +7 melee
Damage: Claws 1d6+1, bite 1d8
Special Attacks/Actions: Waters of fire
Abilities: Str 12, Dex 13, Con 10, Int 7, Wis 13, Cha 10
Special Qualities: Amphibious, fire immunity, SR 15
Feats: Improved Initiative; Multiattack; Weapon Focus (claw)
Skills: Climb +12, Listen +12, Move Silently +12, Survival +12, and Swim +20
Advancement: 9-16 HD (Medium-size); 13-24 HD (Large)
Climate/Terrain: Any aquatic
Organization: Solitary or school (3-12)
Treasure: Standard

Source: Dragon #306
Dragon Compendium Vol. 1

Waters of Fire (Su): A swimming water demon can open the vents along its torso and forcefully expel gouts of superheated steam that cause the water in a 10-foot radius to boil. Every creature in this area must make a successful Fortitude save (DC 14) each round or take 1d8 points of fire damage. The churning water also decreases visibility, granting all creatures in the area one-quarter concealment per 5 feet of churning water between them. The maximum duration of this effect is 20 rounds per day, though the demon need not use the entire duration at once. Once the waters of fire ability has been activated, the water demon can maintain it as a free action during subsequent rounds until the maximum duration for the day is reached or end the effect in order to use it later.

Outsider Traits: An elemental demon has darkvision (60-foot range). It cannot be raised or resurrected.

Chaotic Subtype

A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).

Water Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.