Vhuuksssh the Destroyer (CR 7)
AC: 21 (-1 size, +2 Dex, +9 natural, +1 deflection), touch 12, flat-footed 19
Hit Dice: 12d8+48 (102 hp); DR: 5/-
Fort +12, Ref +8, Will +6
Speed: 20 ft., swim 90 ft.
Space: 10 ft./10 ft.
Base Attack +9; Grapple +18
Attack: Slam +13 melee
Full Attack: 2 slams +13 melee
Damage: Slam 2d8+5
Special Attacks/Actions: Water mastery, drench, spell-like abilities, vortex
Abilities: Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11
Special Qualities: elemental traits, omen
Feats: Cleave; Great Cleave; Iron Will; Lightning Reflexes; Power Attack
Skills: Listen +7 and Spot +8
Advancement: 13-15 HD (Large)
Climate/Terrain: Elemental Plane of Water
Weapons of Legacy
Drench (Ex): Vhuuksssh's touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are of Large size or smaller. It can dispel magical fire it touches as dispel magic (CL 12th).
Spell-Like Abilities: At will - Melf's acid arrow (+10 ranged touch; CL 10th); 3/day - fireball (DC 14; CL 11th); 1/day - lightning bolt (DC 14; CL 11th).
Vortex (Su): Vhuuksssh can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 6 rounds. In vortex form, it can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and up to 40 feet tall. Vhuuksssh controls the exact height, but it must be at least 10 feet.
Vhuuksssh's movement while in vortex form does not provoke attacks of opportunity, even if it enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if Vhuuksssh moves into or through the creature's space. Medium and smaller creatures might take damage when caught in the vortex and might be swept up by it. An affected creature must succeed on a DC 19 Reflex save when it comes into contact with the vortex or take 2d6 points of damage. It must also succeed on a second DC 19 Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking 2d6 points of 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.
Creatures trapped in the vortex cannot move except to go where Vhuuksssh carries them or to escape the vortex. Creatures caught in the vortex can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the vortex take a -4 penalty to Dexterity and a -2 penalty on attack rolls. Vhuuksssh can have only as any creatures trapped inside the vortex at one time as will fit inside its volume. Vhuuksssh 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 Vhuuksssh and has a diameter equal to half the vortex'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.
While in vortex form, Vhuuksssh cannot make slam attacks and does not threaten the area around it.
Water Mastery (Ex): Vhuuksssh gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or Vhuuksssh is touching the ground, Vhuuksssh takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Vhuuksssh can easily overturn craft up to 60 feet long, stop larger vessels (up to 120 feet long), and slow large ships (up to 240 feet long) to half speed.
Deflection: Vhuuksssh enjoys an inherent +1 deflection bonus to its AC.
Omen: Vhuuksssh flickers with fiery glints that seem to run across its surface.
Speed Enhancement (Su): Vhuuksssh's land speed has increased by 5 feet.
Skills: Vhuuksssh 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.
Vhuuksssh combines the offensive capabilities of a water elemental with other energy-based powers.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
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.