Summon Water Elemental
Summon Water Elemental
Tradition: Hydromancy
Rank: Master
Castings: 1
Duration: 1 hour
Water rushes into the target space and assumes a snake-like form. The water elemental becomes your controlled companion. The effect ends early if it becomes incapacitated.
Defense: 17, Health: 40 Attributes: Strength 13 (+3), Agility 13 (+3), Intellect 8 (–2), Will 15 (+5) Size: 2, Speed: 5 (Slippery, Squeeze 1/4 inch, Strider, Swimmer, Water Walk) Immune: asleep, blinded, deafened, held, frightened, impaired, on fire, poisoned, prone, weakened Watery Strike: The water elemental targets one creature or object within reach and makes a Strength roll with 2 boons against the target's Defense. On a success, the target takes 4d6 damage. On a critical success, the target becomes grabbed until the end of the elemental's next turn.