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Small Elemental (Water) Hit Dice: idS+2 (6 hp) Initiative: +3 Speed: 40 ft. {8 squares), swim 40 ft. Armor Class: 15 {-hi size, +3 Dex, +1 natural), Lou eh 14, flat- footed 12 Base At Lack/ Crap pie: 10/ 3 Attack: Slam +1 melee (icL^-h) Full Attack: Slam+T melee (*84+9 Space/Reach: 5 fL/5 ft. Special Attacks: Drench Special Qualities: Elemental traits Saves: Fort +4. Ref +3, Will ft Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Skills: fump +9, Listen +5, Spot +5 Feats: Alertness Environment: Elemental Plane of Water Organization: Solitary or pack (3-12) Challenge Rating: i/3 Treasure: None Alignment: Always neutral Advancement: — Level Adjustment; — This creature looks like a blob of silty water but its has a great degree of solidity. It extrudes mbs in front of it to drag itself along the gr ound with surprising speed. Rainrunners congregate in packs on the Elemental Plane of Water, where they swim through the end¬ less sea and draw sustenance from the elemental power of the plane. Elemental clerics of water often summon them. A rainrunner is 3 feet long and weighs 30 pounds


Combat Rain runners like to surround their foes, attacking their flanks. Drench (Ex): The rainrum ner s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller The creature dls- pels magical fire it touches as dispel magic (caster level equals rum¬ runner's HD). Skills: Rainrimners have a +4 racial bonus on Jump checks

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