Elemental of Chaos, Water, Undine [1194]

Climat/Terrain Any water
Organisation Solitary
Fréquence Très rare
Diète Water
Cycle d'activité Any
Intelligence 11-12 - Très intelligent
Trésor Nil
Alignement Neutre Bon
Nombres 1
Classe d'armure 4
Mouvement Au sol : 9''
Vol : - Classe de vol :
Nage : 24"
Enfouissement :
Web :
Dés de vie 8
Thac0 11
Nbre d'attaques 1
Dommage / attaques 2-16 (fist) or 1-10 (coil)
Attaques spéciales Spells, constriction
Défenses spéciales See below
Résistance à la magie Nil
Taille L - larger than man-sized ( 7+' to 12' )
(12’ long)
Morale 13-14 - Elite
Valeur en XP 40000 xp

Commentaires : The elementals of chaos are intelligent creatures native to one of the four elemental planes. Each of these elementals pursues its own interests vigorously with little, if any, care for order on either its home plane or the Prime Material Plane.
All elementals of chaos are immune to poison, normal weapons, and 1st- and 2nd-level spells. They also can cast detect invisibility at will. Elementals of chaos cast spells at the 9th level of ability.

Undines reside on the Elemental Plane of Water and rarely visit the Prime Material Plane.
On its home plane, an undine normally looks like a featureless, transparent snake. It can change shape easily, sometimes adopting a form with many tentacles to handle objects. Once per turn, an undine can spend up to five rounds swimming quickly (movement rate of 48) in the form of a spinning coil. These elementals remain invisible while immersed in water.
Combat : An undine can attack using a fistlike pod, by constricting, or with spells. Using its “fist”, the creature can attack once per round. If the blow hits, it causes 2d8 points of damage. The undine then can coil around its opponent, squeezing for 1d10 points of automatic constriction damage per round. The elemental can coil around any creature of giant size or less, rendering its foe unable to move, attack, or concentrate.
An undine also can cast the following spells up to three times per day: detect magic, web, dispel magic, ice storm, and transmute dust to water. An undine’s web, made of ice strands, functions in the same way as one from a normal web spell. However, flame melts the strands rather than burning them, and trapped victims suffer no damage. The undine itself is immune to all waterbased attacks, but fire-based attacks cause the creature double the normal amount of damage.
While on the Prime Material Plane, an undine regenerates 3 hit points per round while in water. When out of water, however, the creature loses 1 point per round from drying.
Habitat / Société : The solitary undines possess a philosophy similar to that of djinn: to aid those whom they consider worthy. Little is known of the undines’ social structure or ultimate goals, if they have any at all.
Ecologie : Undines count helions and hordes as enemies and fear all fire-based beings and flame attacks.