Apsû, Princess of Elemental Evil, Lady of Water

To Fertile Crescent Gods

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The oceans on the surface of the world were paralled by hidden, seas located in vast chambers deep within the earth. Apsû is the primordial Lord of these Inner Waters. A primordial dragon, who was cast into The Abyss by Ea

The apsû (also known as abzu or engur) was the name for the mythological underground freshwater ocean in Sumerian and Akkadian mythology. Lakes, springs, rivers, wells, and other sources of fresh water were thought to draw their water from the apsû.

The Sumerian god Enki (Ea in the Akkadian language) was believed to have lived in the apsû since before human beings were created. His wife Damgalnuna, his mother Nammu, his advisor Isimud and a variety of subservient creatures, such as the gatekeeper Lahmu, also lived in the apsû.

In the city Eridu, Enki's temple was known as E-abzu ("the abzu temple") and was located at the edge of a swamp, an apsû.

Certain tanks of holy Water in Babylonian and Assyrian temple courtyards were also called apsû or abzu.

He was a primal being made of fresh water and a lover to another primal deity, Tiamat, who was a creature of salt water. Enuma Elish begins "When above" the heavens did not yet exist nor the earth below, Apsu the freshwater ocean was there, "the first, the begetter", and Tiamat, the saltwater sea, "she who bore them all;" they were still "mixing their waters, and no pasture land had yet been formed, nor even a reed marsh."

Originally Posted by

Knight Otu of the En-world forums.

On this Thread

Apsû, Princess of Elemental Evil, Lady of Water
Gargantuan Elemental (Evil, Water)
Hit Dice: 48d8+528 (912 hp)
Initiative: +18 (+10 Dexterity, +8 Superior Initiative)
Speed: 20 ft., swim 90 ft.
AC: 51 (-4 size, +10 Dexterity, +25 natural, +5 deflection, +5 insight)
Attacks: Slams +54/+49/+44/+39 melee
Damage: Slam 4d6+28
Face/Reach: 20 ft. by 20 ft./15 ft.
Special Attacks: Water mastery, drench, vortex, summon water creatures, spell-like abilities, turn/rebuke elementals
Special Qualities: Darkvision 60 ft., damage reduction 45/+7, SR 40, template infusion, elemental, unaging, unique, fire immunity, cold resistance 20
Saves: Fort +37, Ref +36, Will +30
Abilities: Strength 48, Dexterity 30, Constitution 33, Intelligence 22, Wisdom 19, Charisma 19
Skills: Concentration +25, Intimidate +18, Knowledge (The planes) +20, Listen +34, Spot +34
Feats: Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Power Attack, Sunder, Weapon Focus (slam)
Epic Feats: Devastating Critical (slam), Epic Weapon Focus (slam), Overwhelming Critical (slam) (b), Superior Initiative (b)
CR: 30
Alignment: Neutral evil
Apsû appears as a 50-foot tall mass of churning water, with a vaguely humanoid shape, although she has no discernable features (eyes, nose, etc.). Being the Water Princess of Elemental Evil, she rules over hordes of water elementals, evil aquatic humanoids, such as sahuagins, elemental outsiders like mephits, and terrible beats like krakens. She dwells in a great undersea castle on the Elemental Plane of Water. She is a great enemy of Imix. In sea battles, Apsû can capsize most ships existing on a plane, and her powerful vortex can take out most combatants in the water. She rarely uses her other powers, prefering to slam her enemies.
In addition to being the evil Princess of Water, she also acts as a conduit for the divine power that is the true being behind the Elder Elemental Eye, allowing it to grant access to the Water domain normally barred to clerics of that being.
Water Matery (Ex): Apsû gains a +1 attack and damage bonus if both she and her opponent touch water. If the opponent or Apsû is landbound, she suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.)
Apsû can be a serious threat to a ship tat crosses her path. She can easily overturn craft of a length up to 240 feet and stop vessels of up to 480 feet. Ships up to 960 feet can be slowed to half speed.
Spell-like Abilities: At will - acid fog, animate water*, cone of cold, control water, create spring*, elemental swarm (water elementals only), fog cloud, horrid wilting, ice storm, master of the rolling river*, Melf’s acid arrows, obscuring mist, Otiluke’s freezing sphere, solid fog, water breathing. These abilities are as the spells cast by a 48th level sorcerer. Save DCs are 14 plus spell level.
* These spells are from Oriental Adventures. Animate water is a 2nd level spell of the shamanic River domain, Create Spring is a 2nd level Shaman spell, and Master of the Rolling River is a 6nd level spell of the shamanic River domain. Feel free to replace it by up to 40 spell levels from one class spell list, or 20 spell levels from two distinct spell lists.
Drench (Ex): Apsû’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. She can dispel magical fire she touches as dispel magic cast by a sorcerer of 48th level.
Vortex (Su): Apsû can transform herself into a whirlpool once every 10 minutes, provided she is underwater, and remain in that form for up to 72 rounds. In vortex form, she can move through the water or along the bottom at her swim speed.
The vortex is 10 feet wide at the base, up to 60 feet wide at the top, and up to 120 feet high. Apsû controls the exact height, but it must be at least 10 feet.
Creatures of Huge size or smaller might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save (DC 51) when it comes into contact with the vortex or take 16 points of damage. It must also succeed at a second Reflex save or picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful.
Apsû can eject any carried creatures whenever she 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 Apsû 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 one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 51) to cast a spell.
Turn/Rebuke Elemental Creatures (Su): Apsû can either turn or destroy any creature with the fire subtype, or rebuke or command creatures with the water subtype as a sixth level cleric turns or rebukes undead. She can use this ability seven times per day.
Summon Water Creatures (Sp): Four times per day, Apsû can automatically summon up to 27 small water elementals, 18 water mephits, 18 juveline tojanidas, 13 medium water elementals, seven adult tojanidas, six large water elementals, three huge water elementals, three elder tojanidas, two greater water elementals, or two elder water elementals or any other combination of water creatures that adds up to a total of 54 HD, as long as no creature summoned has more than 36 HD. Summoned creatures remain for 1 hour.
She could also summon up to four marids. These water genies are from the Manual of the Planes.
She could also summon up to13 oyuchi no kansen or four mizu no oni. These creatures are from Creatures of Rokugan.
She could also summon up to five seawrack dragons. These creatures are from Creature Collection.
She could also summon 27 small blood elementals, 13 medium blood elementals, six large blood elementals, three huge blood elementals, two greater blood elementals, or two elder blood elementals. These creatures are from Denizens of Darkness.
She could also summon ten vardiggs or nine orlythys’. These creatures are from Dragon # 285.
She could also summon 13 nereids, seven hydrodaemons, six piscodaemons or two elemental water dragons. These creatures are from theTome of Horrors.
Apsû may also summon creatures that have a template applied that she could apply with her template infusion ability. However, she may not summon a creature that became a water creature solely by the templates. Any CR increases are treated as HD increases for the purpose of the number of creatures summonable.
Template Infusion (Su): Apsû may apply any template that is linked to evil, water or water elementals to any creature that could qualify for it, requiring a day (8 hours of work) for each +1 increase in the creature’s CR. She may not apply such a template if that would increase the creature’s CR by more than 3, nor may she apply multiple templates if that would increase the creature’s CR by more than 3.
Planar Ruler Abilities: As a planar ruler, Apsû has several abilities not normally possessed by other creatures. Aside from those abilities already mentioned above, these are: Maximum hit points for its Hit Dice, all good saves and 3 bonus feats (Devastating Critical (slam), Overwhelming Critical (slam) and Superior Initiative).

Planar Ruler Abilities: Maximized Hit Points, Outsider Saves (Ref, Will) (2 abilities), Template Infusion +3 (4 abilities), Domain Access (Water) (11 abilities), Summon Water Creatures, Increased DR (by 20/+2) (2 abilities), Increased Summoning HD +6 (2 abilities), Extra Summoning *3, Increase Intelligence by 8 (4 abilities), Increase Strength by 4 (2 abilities), Templated Summoning, Extra Spell-like Abilities*2, cold resistance 20 (1 ability), Maximize Vortex, Enlarge Vortex (height) *2, Enlarge Vortex (width) *2, Improved Natural Armor +8 (2 abilities), Extend Vortex *2, Bonus Feats (Superior Initiative, Overwhelming Critical (slam), Devastating Critical (slam)) (3 abilities)

Read more: http://www.enworld.org/forum/showthread.php?32837-Princes-of-Elemental-Evil&s=68bbda5e2d9981ea0d80fb0ce2322a72#ixzz3nAeD79kP

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