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An Elemental is the purest form the basic building blocks of matter. They are intelligent, self-aware entities that are made up of the matter of their home plane. They can be summoned to any plane of existence, except the plane of concordance to their element. For example, summoning a fire elemental to the Elemental Plane of Water would take more magical power than mortals can conceivably wield.

Elementals are intelligent, yet they see service typically as bound servants or guardians. Summoning and binding an elemental in this way requires much in the way of personal power. An elemental sensing binding of this manner will fight the caster mentally. If the caster loses this battle of wills, the elemental is free to wreak havoc on the plane it was summoned to. In most cases, the elemental will slay the caster and return to its home plane.

The four main elemental types are fire, water, earth and wind. Races tied to a certain element are much more likely to summon an elemental of that same element.

Paraelementals

Paraelementals are from the paraelemental planes, where the borders of the elemental planes intersect. These include elementals of ooze, lava, smoke and ice. Ooze being a mixture of earth and water, lava a mixture of fire and earth, smoke a mixture of fire and air, and lastly ice being a mixture of air and water.

Quasi-elemental

Quasi-elementals are from the quasi-elemental planes, where the borders of the pure elemental planes intersect with the energy planes.

Quasi-Elemental Plane of Salt (Water/Negative) Quasi-Elemental Plane of Dust (Earth/Negative) Quasi-Elemental Plane of Ash (Fire/Negative) Quasi-Elemental Plane of Vacuum (Air/Negative) Quasi-Elemental Plane of Radiance (Fire/Positive) Quasi-Elemental Plane of Minerals (Earth/Positive) Quasi-Elemental Plane of Steam (Water/Positive) Quasi-Elemental Plane of Lightning (Air/Positive)




DESCRIPTION

Prettymuch covered in the first section of the physiology post above.

CLOTHING

Elementals do not wear clothing. For one thing, they lack any need for such things-- there are no 'private parts' that need covering *except during actual sexual encounters*, and their bodies are made of materials far more resilient than flesh. In addition, they lack a need for meager protection from the elements of their own native planes. During wars, elementals may be assigned with a large, brightly painted insignia or retained colorful substance to identify which side they belong to. Air and Water elementals sometimes retain special substances to make themselves visible to non-indigenous mortals *e.g. Ben Hadar might retain phosphorescent algae when meeting with a group of prime-native adventurers*. Elementals may wear particularly fine *esp. if enchanted* accessories *particularly cloaks, ankle bracelets, rings, braclets, amulets, and circlets*, though it is not something most ordinarily practice. They may also wear enchanted gloves or boots, but prefer not to do so. Elementals of higher socio-economic status often wear precious gems either studded into their bodies or suspended inside their bodies-- in the former case this causes no reduction in HP since the injuries have already healed over.


ELEMENTAL PHYSIOLOGY

First of all, it goes without saying that elementals are pure matter or energy given sentience. In other words, they are literally living wind, ice, flame, etc. As such, they lack internal or external anatomy-- not only do they lack internal or vital organs (and thus do not need to breathe), but they also lack bones, muscles, blood, nerves, or skin. Locomotion for matter-based elementals (such as those of magma, ice, earth, and mineral) is achieved through some poorly understood supernatural means, but often follows the range-of-motion limitations of the creature or design it is modeled after (that is to say, humanoid elementals cannot bend their knees backwards, cannot bend appendages except where a joint would be located were they an organic creature, while elementals with 'tentacles' have entirely prehensile appendages). Energy-based elementals tend not to suffer such limitations to movement; every single part of their body is fully prehensile and can be contorted to extreme degrees. As far as I know, none of the canonical sources from 1E to 3x answer the question as to what happens if an elemental is decapitated. (This answer would be even more difficult in the cases of Yan-C-Bin, Chan, and Olhydra since they take the form of ambulatory heads...) Presumably some of its senses would be affected (see below), at the very least. Presumably, an injured elemental can eventually heal its injuries. The rules are entirely silent on this issue, so presumably the body of an elemental heals itself from damage in a similar way to that seen in multicellular organisms, though probably it would need to be in close (but not necessarily direct) contact with its own element. An elemental that suffers an amputation can presumably regain its lost limb, though this would likely take a lot of time (a decade at the very least), and only when it is immersed in its own element. It's also likely that consumption or conversion of whatever source gives it nourishment (e.g. heat for ice paraelementals, combustibles for fire elementals) would be necessary in order to heal such injuries. In terms of game rules, a Knowledge: The Planes skill check would be used in place of a Heal check to administer first aid or injury/etc. treatment to a damaged elemental. For elemental outsiders such as mephits or genies, a Heal check would still be used since these are beings of flesh, with the same basic anatomy and bodily functions as any other organic tetrapod (for those unaware, a tetrapod is a classification of animal, and includes mammals, avians, reptiles, amphibians, and some fish. Tetrapod means '4 legs', and refers to the basic common design of having four appendages.)

SENSES Elementals appear to possess all the same senses that organic creatures do, though they do not necessarily have all the same effects over them.

SIGHT One exception to the internal and external anatomy rule is that elementals actually do possess sensory organs, generally equivalent to the eyes of vertebrates in function. As with organic creatures, an elemental can be blinded if its sensory organs are badly damaged, though it's uncertain whether or not this is permanent, or if the damaged organs can fully heal and regain their normal function.

SMELL Elementals are clearly capable of smell, as indicated by the air elemental's love of scented objects and vapors. (in fact, air elementals' sense of smell is much keener than that of most other elemental types) It's unknown what the full range of effects this has on them (the game rules don't specify either way), though for air elementals, incenses, perfumes, and other scented products clearly bring them pleasure. It's unknown what effect noxious odors might have on them, but considering that elementals lack stomachs, it's unlikely that say-- a Stinking Cloud spell or a rotting corpse would have the same physical effects on them (though air elementals may still suffer some form of distraction or discomfort from it) Other types of elementals probably don't have as strong a sense of smell that humans possess, while Ooze paraelementals are likely to find many of the odors considered noxious by most races to be a pleasant perfume. For instance, fresh feces would be considered a delectable perfume equivalent to frankincense, whereas a bloated corpse would be the equivalent to a juicy steak.

TASTE I would presume that the matter-based elementals (particularly earth and mineral) have a sense of taste, though I can't see what good it would do for energy-based elementals. In fact, I recall one of the 2E books stating that water elementals identify one another by taste.

TACTILE Logic dictates that elementals should have tactile sensation, and even be capable of feeling pain (how else is the earth or ice elemental going to know that it just stepped in a small puddle of lava?) However, as indicated by their immunities to stunning and paralysis, elementals do not suffer the array of disabling effects from pain that organic creatures do (such as nausea and vomiting), as they lack an actual nervous system. That is not to say that they lack reflexes, but merely that these reflexes are not the result of nerve impulses like they are in fleshy creatures. In game terms, the rules are entirely silent on whether or not elementals can be nauseated or sickened, so presumably they can-- it just doesn't translate into the same story elements as one would see in a flesh-based creature (e.g. the conditions would result in feelings of malaise rather than feeling like one might vomit, and are more likely to be limited to certain supernatural effects-- namely negative energy exposure and exposure to the elemental's opposing element, or something directly harmful to it, such as exposing a fire elemental to a powerful flame retardant.)

AUDITORY Clearly elementals can hear, though they lack auditory organs. Nonetheless, the rules do not state that they cannot be deafened.

LIFE-CYCLE

Most elementals begin life as small elementals (as presented in the Monster Manual), split from the bodies of mature elementals of the same type. Even more elementals begin their lives as elementites, but due to the much smaller size, lower intelligence, and lack of parental guardianship, extremely few of these survive long enough to become small elementals. As a small elemental ages, it will grow to become a medium, large, huge, greater, then elder elemental, though this process usually takes centuries if not millenia. The general rule of thumb with elementals is identical to that of outer and inner planar outsiders: the older the creature, the more powerful it becomes. Another rule elementals and outsiders share is that they do not age beyond physical maturity-- that is to say, an outsider of any kind will never physically age beyond the human equivalent of 24 and a half years. Thus, like outsiders, elementals only die due to accidental injury or violence.

NUTRITION/DIET

Elementals gain nourishment both from the essense of their native plane, and from the consumption or conversion of something related to their element. Consumption and conversion are not necessary for their survival, though elementals may need such things in order to grow. Also, what is consumed or converted varies by the type of elemental, and not just its element (for instance, garden variety ice paraelementals convert heat into cold, while Immoths feed on the life-essence and flesh of organic creatures) Elementals are likely to enjoy more than just the substances listed under their Diet entry in the Monstrous Manual and Planescape Monstrous Compendium III, as well. For instance, it's likely that all elementals greatly enjoy the alchemical substance known as 'pure element'. Ice paraelementals are likely to enjoy certain types of eternal ice, and possibly even coldfire (see Frostburn if you don't know what coldfire is). Consumption (not conversion) of matter takes the form of engulfing with most elementals. The matter is then suspended within the elemental's body, in whichever spot they choose it to be (most eyewitness accounts state it tends to be near the core of the elemental's body). For less amorphous elementals such as Earth, Mineral, Salt, and Ice, (as well as immoths) consumption appears much like ingestion by most sentient races and animals. In fact, a temporary pocket inside the elemental's body opens up to accompany the matter. Hunters of such elementals have observed that this pocket is usually located inside the torso, within the abdominal region, which many sages reason is evidence of parraellelism. Of course, the elementals vehemently deny such an idea. After all, they came before the so-called "fleshlings". Nobody knows where the consumed matter goes, and the elementals aren't telling, so it remains a mystery, but sages speculate that it is broken down into its basic elemental and positive/negative components, with either the unusable elements ejected in some way (which is how the amorphous elementals do it), or somehow converted into usable elements. Usable elements tend to include those identical to the elemental in question, its opposites (in the cases of paraelementals), etc. and either positive or negative energy (only negative quasielementals acquire sustenance from negative energy, though not all of them. Those that live closer to borders furthest away from Negative itself tend to rely on positive energy, while those closest to Negative have adapted to reliance on negative energy. Those towards the core of the Quasielemental plane can be of either subspecies, and there have been unsubstantiated reports of quasielementals in the core regions capable of absorbing and gaining sustenance from BOTH positive and negative energy.) The quasielementals with a Negative energy preference tend to be more dangerous since they possess level-draining and spawn-creating abilities (this would give them an effective +2 to CR if you use this optional rule). Luckily, the "Create Spawn" supernatural power of these subspecies only works on other elementals, which will turn them either into necromentals of their respective element, or one of the three special elemental undead found in Libris Mortis.

REPRODUCTION/FAMILY

Though apparently capable of sexual reproduction with outsiders of the same element as themselves (as evidenced by Chilimba and Frigidora), elementals generally do not reproduce via sexual reproduction. Instead, they are (usually) created via one of two ways. The most common means is via division off of a huge, greater, or elder elemental, creating a small elemental of the same type. On their native planes, elementals often form immediate or even extended family units, thus would presumably also be quite protective of their young. While it is true that elementals are highly individualistic and are sometimes loners, like humans and other races, elementals tend to form communes to maximize survival. Elementals are also created spontaneously in areas with particularly strong elemental energy, where the elements literally acquire sentience. Elementals born this way begin their lives as elementite swarms; masses or swarms of insect-sized elementals with minimal sentience. Only a few will survive long enough to eventually become small elementals, and it is assumed that the first elementals were born as elementites. Many of those who deal frequently with elementals have reported consistent accounts of the gestation process. Among amorphous elementals, the pre-developed offspring is at all times suspended within the center of its bodily core, scrunched into a sphere. Among solid elementals, it appears that two different forms of gestation have evolved. In both forms, the pre-developed offspring is situated at the abdominal region of the parent elemental. Though some sages point to this excitedly as undeniable evidence of parralelism, others insist that the similarity to mortal pregnancy is one of convenience-- a swollen abdomen produces the least interference with normal activities, and is much easier to protect with the limbs and wit than a bulge on the back or on an appendage. A similar argument could be made about food being suspended inside the abdominal cavity in matter-based, non-amorphous elementals. At any rate, in the dominant form, the pre-developed elemental is suspended inside a hollow cavity inside the parent's abdomen. The "birth" process takes place over a matter of hours as the offspring slowly moves towards the surface of the parent's abdomen, where it eventually detaches. The less common form sees the pre-developed elemental attached, in a dome-shape, to the outside of the parent's abdomen. Sages speculate that the former might be the more common type because, assuming that the two designs are inherited, the pre-developed elemental is less protected outside the abdominal cavity. The "birth" process is much quicker in this instance and only takes around an hour or two. It is apparently not painful, but is distracting and possibly causes some degree of discomfort for the parent. The gravid parent usually seeks out a safe/secluded place to give birth. Most elementals are less aggressive and territorial than typical during this process, though they will not hesitate to attack anything that comes too close. Depending on the race and tribe/habits/etc. of the elemental, its birthing place may be viciously guarded by extended family or fellow tribal members. Interestingly, both genders of elemental, at least among some groups, are capable of reproducing asexually according to numerous genie testimonies, but only the female can carry the offspring conceived through sexual reproduction. It's also worth mentioning that, unlike most creatures, elementals lack any natural aversion to incest-- this is because they are not creatures of flesh, and therefore lack DNA. This means that they are not subject to recessive (or any) genetic traits. This rule does not hold true of all elemental tribes and clans of course, since many are subject to the cultural influences of genies and mephits.

The immediate offspring of an elemental and a non-elemental will be a half-elemental (as per the templates in Manual of the Planes). Half elementals also result when genies and fleshy non-genies mate. Genasi are the result of this lineage diluted by several generations of mortals. (the product of a union between mortals and mephits are mephlings). Genasi can also result from a natural pregnancy between two non-indigenous humans who spend prolongued periods (generally most of the pregnancy as well as the conception) on an elemental plane. Sages speculate that, judging by the existence of both Frigidora and Chilimba, that unions between elementals and elemental outsiders (e.g. genies, mephits, tritons, salamanders, etc.) can produce a higher-order half elemental which more closely resembles its elemental parent, but such births appear to be extraordinarily rare. These "greater" half-elementals tend to possess many of their elemental parent's abilities and qualities, and tend to be stronger than either parent, though physically they look nearly the same as any other half-elemental of their kind. There are minor differences, nonetheless. Supposedly, such differences are most obvious when these beings sustain any degree of injury-- the damaged tissue appears to be every bit as much raw elemental material as it is flesh (for instance, if Frigidora were punched in the face hard enough to leave a gash, one would likely notice cracks in the surrounding skin, and the wound might mildly resemble chipped ice)


Standard Elemental type abilites

Elemental Sight(Ex) The elemental can see through it's chosen element as if was perfectly clear. Elemental Sense As per Blindsight, but only in their element.

They get this for free, it's the calling card of their type. Roll d10 on the table below:

Air

1. Steal Breath - save or die from hilarious blue-faced asphyxiation 2. Whirlwind – as the standard ability 3. Blade Barrier – as cleric spell 4. Cloudkill – as wizard spell 5. Lightning Bolts / Call Lightning – as the spells 6. Thunderous Bellow – as the breath weapon of a Dragonne or Androsphinx 7. Invisibility – innate ability, cannot be dispelled 8. Rapid Transit (as wind walk or the special ability of the Aerial Servant) 9. Buffet (like a giant air cannon) - duplicates one or more of the famous 'hand' spell series 10. Windwall as protection from normal missiles

Earth

1. Immobility (self or other) - as hold person spell 2. Fossilising Blow - save vs petrifaction or be a decorative feature 3. Immurement (as imprisonment spell) 4. Gravity Control (slow, reverse gravity, etc) 5. Magnetism - as attraction/repulsion spell 6. Rusting Aura - as rust monster 7. Warp Terrain 8. Earthquake - as spell 9. Rock to Mud - as spell 10. Wall of Stone - as spell

Fire

1. Pyrotechnics - self-destruct as a Type 6 demon 2. Wall of Fire / Fireball - as the spells 3. Hypnotic Movement - as fascinate or fire charm 4. Immaterial Form - physical damage? Immune suckers! 5. Prophetic Ability - as foresight, or DM fiat. 6. Destroy Weapon - directed disintegrate, but with fire FX. 7. Fire Shield - as the spell 8. Heat Metal - as the spell 9. Cause Spontaneous Combustion - save or die 10. Move like Wildfire - as blink 11. Firestorm - attraction effect + AoE fire damage

Water

1. Drown - save or die, or water spews from every orifice 2. Erode / Rot - warp wood, disintegrate, etc. 3. Waters of Lethe - memory loss 4. Airy Water - as the spell 5. Dessication - save or petrify, or you're Lot's wife now 6. Freezing Touch (water is a great coolant) 7. Wall of Ice - as spell 8. Maelstrom - as the standard whirlpool ability 9. Part Water - as spell 10. Annoying immunity - the water elemental just sits there, takes it, and goes *bloop* (like the Shao-Lin conditioning exercise where you have to slap water for an hour, to show the essential futility of worldly action)

Your elemental can use this ability once per round in the place of his normal attack.


PSYCHOLOGY

ELEMENTAL LIFE

ARTS AND CRAFTS

TECHNOLOGY AND MAGIC

ELEMENTALS AT WAR

Elementals are frequently at war with one another, with other indigenous races, with those of another element, or with outsiders.

Elementals are capable of and proficient with simple weapons, but rarely use them-- elementals much prefer to use their natural attacks to batter opponents, relying on manufactured weapons only when direct contact with their opponent becomes harmful. For this reason, elementals are most often observed using polearms and thrown weapons. Purely ranged weapons such as crossbows and slings are disregarded among elementals due to extreme limitations in utility. The most preffered weapons are spears (including javelins and harpoons), quarterstaves, and morningstars. Air, lightning, and smoke elementals almost never use ranged weapons since most creatures on these planes can use winds to buffer them from projectiles. Weapons are usually made from materials readily available or stable on their native plane-- for instance, Ice Paraelementals use weapons made from eternal ice, while Fire Elementals and Magma Paraelementals tend to use weapons made of obsidian or *if employed/enslaved by efreeti*, weapons of fyrite. Earth Elementals use weapons of stone or less commonly, of metal, while mineral quasielementals use metallic or crystalline weapons. Weapons of water elementals are most often made from coral, shell, or pearlsteel.


Elementals never wear armor, and rarely if ever use shields. The wearing of armor is a rather foreign concept to elementals, whose bodies are already composed of durable material. In addition, they lack internal organs, and thus do not possess vital organs in need of protecting. The one type of "armor" they may wear, if you will, is "eye armor"-- essentially goggles or visors, to protect their visual organs. They can indeed suffer blindness if these organs are damaged, though unlike fleshy beings, they very rarely suffer permanent impairment (the eyes eventually regenerate, though this can take months or even years)


Noble elementals may wear accessories-- this tends to be limited to very light headwear such as a crown, diadem, headband, or circlet; bracelets or armbands; rings; ankle bracelets *elementals have no need for footwear*; belts; goggles; and amulets, necklaces, or chokers. They may rarely wear a cloak. Standard gauntlets/boots/helms/etc. can be adjusted fluff-wise into one of these items.

AGING AND DEATH

Aging was covered in the Physiology post. Death will be covered here at a future time.


LEADERS

Elemental leaders are chosen by strength and age (basically the same thing). That elemental remains the leader of its group and territory so long as it can maintain its claims with physical force, wisdom, and cunning. It loses its title if defeated by a challenger in combat. A leader may also be defeated via coup. In this case, it is defeated (or even killed) by several weaker elementals. It may also lose that title if defeated by a genie or mephit, or other indigenous outsider, or even a dragon. However, other elementals (as well as mephits and genies) are far less likely to recognize the authority of a dragon, as it is a Prime-indigenous creature.

COMMUNITY STRUCTURE

This varies by race, plane, region, and many other factors. On most planes, one can find groups of both nomadic and civilization-dwelling elementals. One is also likely to find both communal and loner elementals on each plane. I shall briefly overview the structure as given in the Inner Planes book:

Air: The plane is ruled by the Djinni under their Caliph, though their influence only extends to certain parts of the plane. Yan-C-Bin's and Chan's regions tend to be dominated with spies and assassins rather than any military might. Most air natives are fiercely individualistic and nomadic (even those with a permanent dwelling place frequently wander)

Earth: This plane is dominated by the Dao, though their influence isn't as expansive as that of the Efreet. In Dao-dominant areas, any non-Dao and non-Efreet are treated as 2nd-class citizens-- often enslaved or occupied. Within Dao territory, near the border with Magma, is Ogremoch's dominion, which is ruled purely by brute force and the threat of brute force.

Fire: This plane is dominated by the Efreet, who rule much of it. Areas not ruled by the Efreet tend to be ruled by the salamanders or by fire elementals. The Plane of Burnt Dreams, Imix's region of influence, is frequented by military patrols. Most areas of Fire are either ruled by tyrants or frequented by nomads. Many of the fire races-- particularly elementals and efreet-- are well known for their decadence, of levels that would make even the average urban Drow blush. Fire elementals are far more likely to be born as a result of sexual reproduction than any other elemental, paraelemental, or quasielemental type.

Water: This plane is partitioned into many areas ruled by different races and powers. The most influential are the Marids, though for the most part they do not exert their power over other indigenous groups. Water paraelemental kingdoms are very xenophibic and don't tolerate anything larger than a minnow in their territory.

Ash: The mephits tend to be nomadic, while the quasielementals build vast empires.

Dust: None of the native races have anything resembling civilization. They all are primitive, nomadic, and/or individualistic.

Ice: The natives of Ice tend to either form in permanent communes or in small nomadic tribal groups. For the most part, paraelementals and mephits coexist and enjoy equal social status among one another. The region ruled by Cryonax (Valley of Lost Souls) is a despotic regime under martial law, full of patrols and toll passes. The skyberg layer of the Precipice is ruled by the Qorrashi genies, under the monarchy of the Caliph; it is a legalist society that clings to tradition. Qorrashi act quite different in uninhabited areas and often pick fights with other creatures and each other.

Lightning: The natives here tend to be impulsive and anarchistic, though the mephits develop small strongholds. The shockers tend to be a different matter (they tend to be individualistic, but more lawfully-inclined). The quasielementals are playful and child-like. None of the indigenous races are hostile with one another.

Magma: Though not well-organized, magma is dominated by mephit-ruled tyrannies. Other indigenous natives of magma are treated as second-class citizens, and the mephits exert their will through force. As a result, most natives try to avoid the mephits, and the paraelementals often war with them. Magmin also form their own nations, and often forge alliances with the paraelementals, as well as fire and earth elementals.

Mineral: The entirety of the Positive Energy border-region, 1/4th of Core Mineral, and the interior-most part of the border region with Elemental Earth is under Crystalle's control. Crystalle rules as a true neutral monarch with lawful tendencies. On all areas of mineral, Quasielemental society is arranged in the form of well-organized militias-- sometimes even armies-- consisting primarily of quasielementals, mephits, crysmals, quasielemental creatures, and occasionally, tssng. These creatures attack any earth-indigenous creature they find, and will often attack any other non-indigenous creature as well. Those under the dominion of Crystalle will not attack sulwynarii, nor will they attack priests of Dumathoin (so long as they abide by certain rules), and in fact, seek out members of either group in distress. They will however attack any Dao they encounter within Crystalle's territories. The natives on the rest of the plane have a binding treaty with the Dao. The treaty requires that the natives take a hands-off approach with the Dao and get out of their way when they move through Mineral. In exchange, the Dao will not take mineral natives as slaves or harass them. Essentially, the two groups ignore one another. If a member of any group breaks this treaty, then such individuals are fair game for retaliation, enslavement, etc.

Ooze: Most natives are nomadic. The mephits are hostile towards ooze sprites, as they tend to enslave them or order them around. Ooze paraelementals, for some reason, are hostile towards everything, including one another.

Radiance: There is no rulership here; the creatures here function like an anarchic and individualistic society. The quasielementals tend to be philosophical and treat the mephits as 2nd-class citizens, though neither race harasses the other. They despise the efreet.

Salt: Salt mephits tend to either be nomadic or naturalize with other indigenous races. They despise the facets, as these tend to enslave their race.

Smoke: The more plentiful mephits are ruled by Ehkhak, while the smoke paraelementals tend to ignore his authority and build their own strongholds. Both races coexist in peace, but despise both the Efreet and the Djinn who tear up their plane with their wars. Belker hate everything, and in turn tend to be hated by everything else.

Steam: The steam and mist natives war incessantly with one another. Steam creatures also go to war regularly against the natives of Ice. Both the mist and steam mephits tend to be spies and assassins-- this is often true of the quasielementals as well. The steam mephits also possess an alliance with the Dao.

Vacuum: Vacuum quasielementals tend to be nomadic and solitary; they either do not build civilizations or keep them hidden/secret. Vacuum quasielementals destroy anything they encounter, sometimes including other vacuum quasielementals.


ELEMENTALS AND OTHER RACES

This varies quite greatly by plane, race, tribe, etc. As a general rule, more 'socially advanced' Prime races view elementals as sub-sentient animals, while more 'primitive societies' view elementals as divine spirits. Whatever the case, Prime native races tend to view them as mysterious, alien, otherworldly creatures. The elementals themselves hold diverse and varying views of other races, but as a general rule, view themselves as the pinnacle of life, and view all creatures with internal anatomy (often referred to by elementals as 'fleshlings') as inferior to them. Creatures from other planes and the prime who lack the ability to survive or move freely on their home plane are particularly viewed with condescention. Even genies, fiends, and celestials are viewed as inferior. Their condescention towards non-natives unable to survive on their plane often reaches levels of outright hostility. Not all are unfriendly towards Prime-indigenous creatures with an elemental subtype however-- this is largely because many such creatures have become naturalized to the planes-- common examples include chromatic dragons, giants, and hellhounds *hellhounds are of course indigenous to Baator-- normally elementals are also unfriendly towards Outer Planar natives*. --Element-Kin: Because there are so many kinds of element-kin, this varies widely. As a general rule however, elementals despise element-kin races that violate their right to self-determination. --Genies: The relationship between elementals and genies depends on the race of both. In general, evil-aligned genies (Dao and Efreet) are despised by their respective elementals, while Djinn, Marids, and Qorrash are more tolerated. Most elementals view genies as inferior to themselves *as genies are fleshy beings*, they are considered to be far closer to equals than most other creatures. Genies tend to view all non-genies as vastly inferior to themselves, and as a result tend not to be liked by elementals and other races. --Grues: Elementals, like most indigenous *and even non indigenous* inhabitants of the elemental planes, view such creatures as annoying, loathesome vermin which debase their home plane, though the Archomentals *esp. Yan-C-Bin and Chan* are known to employ them *Chan's air grues are referred to as "fog grues". --Mephits: As a general rule, all elemental species view mephits as a lowly race far beneath them. Beyond that, their relationship varies by planar species. The one-- no, two exceptions are Ice Mephits and Ice Paraelementals, which seem to get along well, though there are still plenty of Paraelementals with condescending views of mephits. The other exception is Mineral Mephits and Mineral Quasielementals, which possess a somewhat strained but mutual relationship similar to what one would observe among Archons and Eladrin.

RELIGION

As mentioned before, most elementals aren't religious in the same sense that mortals are-- that is to say, the majority do not worship any particular deity. They do, however, possess a reverence for their home plane, to quasi-religious if not outright religious degrees. In this sense, they can be most closely compared to Gaiaists, as they view their home plane as a mother-like, living, sentient, fate-like figure, and much of the xenophobia they exhibit is a manifestation of their desire to protect their homeland from elemental impurities. In general, elementals believe that their purpose is to uphold their plane's will. The vast majority of the war and fighting between them is a result of disagreements between various factions as to what their plane's will truly is. Other wars are fought between the natives of different planes in order to expand their homeland *also often thought to be the plane's will*. The Elemental Lords and Archomentals are also viewed by many as being manifestations of the plane's will-- similar to an avatar. Many elementals actually do worship these so-called "avatars", but they are a minority.

ALIGNMENT

The majority of elementals (around 75%) are of purely neutral alignment. The rest are of a pure alignment-- NG, NE, LN, CN. LG, LE, CG, and CE elementals are exceedingly rare, and those that do exist are usually victims of an Archomental's influence who were originally LN or CN.

HISTORY AND FOLKLORE

LANGUAGE

Each of the four types of elementals possesses its own language and writing system. Paraelementals and Quasielementals speak a creole-- paraelementals speak a creole combining aspects of both their elemental aspects, while quasielementals speak a creole combining aspects of both their elemental and positive/negative aspects. They are as follows: (including spoken and written language)

Air: Auran/Draconic Earth: Terran/Dwarven Fire: Ignan/Draconic Water: Aquan/Elven

Negative: Entropian/Infernal. The natives of Negative who are literate use a writing system most similar to the form of infernal used by Yugoloths, but even more ancient, and it lacks any sort of evilness that is associated with infernal writing systems. Positive: Vivacian/Celestial. The natives of Positive who are literate use a writing system most similar to the form of celestial used by guardinals, but it is far more ancient and lacks any association or cannontation with goodness.

Ice: Glacian/Draconic *Glacian being an Auran/Aquan creole* Magma: Vulcan/Dwarven *Vulcan being an Ignan/Terran creole* Ooze: Mucorian/Dwarven *Mucorian being Aquan/Terran creole* Smoke: Fumian/Draconic *Fumian being Auran/Ignan creole*

Lightning: Fulguran/Draconic *Fulguran being Auran/Vivacian creole* Radiance: Luxan/Draconic *Luxan being Ignan/Vivacian creole* Mineral: Haven't decided yet. Written language is a very ancient form of Dwarven, though it bears a heavy resemblance to the most archaic forms of Celestial. Steam: There is one language on this plane, but two dialects: Nebulan and Vaporan-- the former used by mist creatures, the latter used by steam creatures. Officially, the lingua franca is Nebulan, since this is the language the Steam Quasielementals use. The written language is an ancient form of Elven.

Ash: Cinian/Draconic *Cinian being Ignan/Entropian creole*. The form of draconic used is extremely primitive and somewhat incomplete. Dust: Pulvian/none *Pulvian being Terran/Entropian creole*. The natives of dust never developed a written language, though they do possess quite a few esoteric symbols and a few pictograms. Salt: Salian/Draconic *Salian being Aquan/Entropian creole* Vacuum: Vacan/none *Vacan being Auran/Entropian creole*. The natives of vacuum lack a written language because there is nothing to write on or with, and possess only a meager selection of esoteric symbols which are most often used off-plane.

Much of the Doomguard's esoteric and aesthetic symbolism is borrowed heavily from that used by the Negative-dominant quasielemental races. Many non-undead negative quasielementals take exception to such uses of their symbols since they do not view themselves as the antithesis to creation or existence *though the dust and vacuum natives tend to have little problem with it* The Salt quasielementals tend to be offended by this use, as they overwhelmingly view themselves as just another state of being, and not as any sort of destructive or entropic force.

Types

Elementals

   Air (Small through Elder)(MM)
   Air (Monolith)(Complete Arcane)
   Air (Primal)(Epic Level Handbook)
   Blood (Ravenloft MC10)
   Earth (Small through Elder)(MM)
   Earth (Monolith)(Complete Arcane)
   Earth (Primal)(Epic Level Handbook)
   Ectoplams (Small through Elder)(WotC's website)
   Fire (Small through Elder)(MM)
   Fire (Monolith)(Complete Arcane)
   Fire (Primal)(Epic Level Handbook)
   Grave (Ravenloft MC10)
   Mist (Ravenloft MC10)
   Nature (MCA2)
   Pyre (Ravenloft MC10)
   Shadow (Small through Elder)(Tome of Magic)
   Storm (Small through Elder)(MMIII)
   Taint (Small through Elder)(Heroes of Horror)
   Time (1E MMII)
   Water (Small through Elder)(MM)
   Water (Monolith)(Complete Arcane)
   Water (Primal)(Epic Level Handbook)


Paraelementals

   Ice (Small through Elder)(Manual of the Planes)
   Ice (Monolith)(Dragon #347)
   Magma (Small through Elder)(Manual of the Planes)
   Magma (Monolith)(Dragon #347)
   Ooze (Small through Elder)(Manual of the Planes)
   Ooze (Monolith)(Dragon #347)
   Smoke (Small through Elder)(Manual of the Planes)
   Smoke (Monolith)(Dragon #347)


Other Paraelemental Creatures

   Frigidarch (Dragon #129)
   Iceling (Dragon #129)
   Shiverbug (Dragon #129)
   Snowfury (Dragon #129)


Quasielementals

   Ash (PSMCIII)
   Dust (PSMCIII)
   Lightning (PSMCIII)
   Mineral (PSMCIII)
   Radiance (PSMCIII)
   Salt (PSMCIII)
   Steam (PSMCIII)
   Vacuum (PSMCIII)


Other Quasielemental Creatures

   Chamrol (Mineral)(Dragon #174)
   Energy Pod (Mineral)(Dragon #174)
   Glomus (Mineral)(Dragon #174)
   Shard (Mineral)(Dragon #174)
   Spined Shard (Mineral)(Dragon #174)
   Trilling Crysmal (Mineral)(Dragon #174)


Archomentals

   Ben-Hadar (Dragon #353)
   Bwimb (The Inner Planes)
   Bwimb II (The Inner Planes)
   Chan (Dragon #353)
   Chilimba (The Inner Planes)
   Cryonax (Dragon #347)
   Crystalle (Dragon #174)
   Ekhahk (The Inner Planes)
   Imix (Dragon #347)
   Ogremoch (Dragon #347)
   Olhydra (Dragon #347)
   Sunnis (Dragon #353)
   Sun Sing (The Inner Planes)
   Ty-H'kadi (Dragon #347)
   Yan-C-Bin (Dragon #347)
   Zaaman Ruul (Dragon #353)


Avatars of Elemental Evil

   Black Rock Triskelion (Earth Avatar)(MMIV)
   Cyclonic Ravager (Air Avatar)(MMIV)
   Holocaust Disciple (Fire Avatar)(MMIV)
   Waterveiled Assassin (Water Avatar)(MMIV)


Elemental Grues

   Air (Ildriss)(Complete Arcane)
   Earth (Chaggrin)(Complete Arcane)
   Fire (Harginn)(Complete Arcane)
   Mud (Dungeon #138)
   Water (Vardigg)(Complete Arcane)


Elemental Weirds

   Air (MMII)
   Earth (MMII)
   Fire (MMII)
   Ice (Frostburn)
   Lesser (Dragon #347)
   Ooze (Champions of Ruin)
   Snow (Frostburn)
   Water (MMII)


Elemental Stewards

   Arctine (Complete Psionic)
   Emberling (Complete Psionic)
   Geodite (Complete Psionic)
   Tempestan (Complete Psionic)


Elemental Vermin

   Crawler (PSMCIII)
   Duster (PSMCIII)
   Flameling (PSMCIII)
   Spitter (PSMCIII)


Elementals of Chaos

   Eolian (MC8)
   Erdeen (MC8)
   Pyrophor (MC8)
   Undine (MC8)


Elementals of Law

   Anemo (MC8)
   Kryst (MC8)
   Helion (MC8)
   Hydrax (MC8)


Elementite Swarms

   Air (Planar Handbook)
   Earth (Planar Handbook)
   Fire (Planar Handbook)
   Water (Planar Handbook)


Gingwatzim

   Eoluzim (Dragon #295)
   Graegzim (Dragon #295)
   Maronzim (Dragon #295)
   Naranzim (Dragon #295)
   Pakim (Dragon #295)
   Tim (C3: The Lost Island of Castanamir)


Other Elemental Creatures

   Aerial Servant (1E MM)
   Air Sentinel (MC8)
   Animental (PSMCIII)
   Belker (MM)
   Blazewyrm (Dragon Magic)
   Breathdrinker (MMII)
   Caller from the Deeps (Stormwrack)
   Chraal (MMIII)
   Cinder Swarm (MMIII)
   Cinderbrute (Dungeon #110)
   Cloudscout (Dungeon #110)
   Crysmal (XPH)
   Dust Twister (Sandstorm)
   Earthdelver (Dungeon #111)
   Earth Whisper (Races of Stone)
   Elemental Beasts (Air, Earth, Fire, Water)(DS MCII)
   Elmarin (Spelljammer: AD&D Adventures in Space)
   Fire Bat (MMII)
   Firesnake (Dungeon #111)
   Firetongue Frog (Dragon #285)
   Flame Spirit (MC6)
   Fundamental (PSMCIII)
   Galen Duhr (MMII)
   Horde (AC9 Creature Catalogue)
   Ice Serpent (MoF)
   Immoth (MMII)
   Inferno Spider (MMIV)
   Invisible Stalker (MM)
   Living Holocaust (FF)
   Magma Hurler (MH)
   Magmal Horror (WotC Online Adventure: Force of Nature)
   Magmin (MM)
   Mihstu (1e MMII)
   Mudman (1e MMII)
   Nerephtys (Dragon #276)
   Omnimental (MMIII)
   Paraelmental Beasts (Magma, Rain, Silt, Sun)(DS MCII)
   Pech (1e MMII)
   Phantom Stalker (1e FF)
   Plasm (Normal and Giant)(Companion Rules)
   Rainrunner (Dungeon #111)
   Sandknight (Dungeon #110)
   Sandling (A4)
   Sandman (1e FF)
   Shimmering Wrath (Dungeon #26)
   Skriaxit (FR10)
   Stone Spike (MMII)
   Tempest (MMII)
   Thoqqua (MM)
   Tome Guardian (MCA3)
   Vortex (1e FF)
   Wavearcher (Dungeon #110)
   Walking Wall (MH)
   Wind Walker (1E MM)
   Windraptor (Dungeon #111)


Templates

   Air Element Creature (Manual of the Planes)
   Cold Element Creature (Manual of the Planes)
   Dream Element Creature (Dragon #287)
   Demonically Fused Elemental (Dragon #285, Dragon Compendium Vol. 1)
   Earth Element Creature (Manual of the Planes)
   Fire Element Creature (Manual of the Planes)
   Half-Elemental (MM)
   Ice Element Creature (Dragon #347)
   Magma Element Creature (Dragon #347)
   Ooze Element Creature (Dragon #347)
   Orglash (Unapproachable East)
   Smoke Element Creature (Dragon #347)
   Thomil (Unapproachable East)
   Water Element Creature (Manual of the Planes)
   Wood Element Creature (Manual of the Planes)


Unofficial Sources:

   Changeling Fog (Van Richten's Guide to the Mists)
   Elemental Minions (Air, Earth, Fire, Water)(Bestiary of Krynn)
   Elemental Spawn (Acid, Dust, Lava, Mist, Mud, Sonic)(Dangerous Denizens: The Monsters of Tellene)
   Elemental Weird, Mist (Van Richten's Guide to the Mists)
   Goblyn Fog (Van Richten's Guide to the Mists)
   Hearth Fiend (Denizens of Dread)
   Razhak (Bestiary of Krynn)


Even More Elementals:

   Ash Elemental (Sylvan Veil)
   Bi-Nou (Monstrous Compendium Annual Volume Two)
   Blazozoid (Monstrous Compendium Spelljammer Appendix)
   Chaos Sentinel (Seeds of Chaos)
   Crystal Spider (Athasian) (Monstrous Compendium Dark Sun Appendix: Terrors of the Desert)
   Crystal Spider (Dungeon #4)
   Cthuga's Flame Creature (Deities and Demigods Cyclopedia)
   Desert Ghost (Creature Catalog (DMR2))
   Dharum Suhn (Planescape Monstrous Compendium Appendix III)
   Dragger (City of Ravens Bluff)
   Dust Devil (Dragon #45)
   Elemaster (Immortal Rules)
   Facet (Planescape Monstrous Compendium Appendix III)
   Fiery Face (Crypt of Lyzandred the Mad)
   Fire Archon (Dragon #361)
   Fire Phantom (Wizard's Spell Compendium, Volume Two)
   Firetail, Lesser (Monstrous Compendium Annual Volume Three)
   Firetail, Tshala (Monstrous Compendium Annual Volume Three)
   Flame Roper (Tales of the Outer Planes (OP1))
   Flame Swallow (Practical Planetology (SJR4))
   Fogwarden (Monstrous Compendium Annual Volume Four)
   Ice (Polyhedron #21)
   Infernite (Dragon #159)
   Kal-Muru (Shipbane) (Creature Catalog (DMR2))
   Khargra (Planescape Monstrous Compendium Appendix III)
   Klyndes (Planescape Monstrous Compendium Appendix III)
   Living Lahar (Dragon #265)
   Marut (Wind Spirit) (Legends & Lore)
   Negative Energy Elemental (Return to the Tomb of Horrors)
   Negative Fundamental (Return to the Tomb of Horrors)
   Ooze Sprite (Planescape Monstrous Compendium Appendix III)
   Pit Snatcher (City by the Silt Sea)
   Plasman (Monstrous Compendium Spelljammer Appendix)
   Ruin Elemental (Monster Manual V)
   Sand Spawn (Chaos Spawn: A Chaos War Adventure)
   Sand Warrior (Priest's Spell Compendium, Volume Two)
   Scile (Planescape Monstrous Compendium Appendix III)
   Shocker, Contented One (Planescape Monstrous Compendium Appendix III)
   Shocker, Sojourner (Planescape Monstrous Compendium Appendix III)
   Silt Weird (Polyhedron #80)
   Sky Wyrm (Champions of Mystara: Heroes of the Princess Ark)
   Smoke Elemental (The Awakening)
   Snow Mischief (Polyhedron #116)
   Spawn of Juiblex (Monster Manual V)
   Stone Snake (Monstrous Compendium Annual Volume One)
   Styr (Dark Sun: Shattered Lands)
   The Ice Fiend (Rjurik Highlands)
   Vodoni Space Spider (Under the Dark Fist (SJA4))
   Wavefire (Planescape Monstrous Compendium Appendix III)
   Well Spirit (Dragon #42)
   Windigo (Dungeon #77)

And more

Types

Air

Small Air Elemental

Small Elemental (Air, Extraplanar, Incorporeal) Hit Dice: 2d8 (9 hp) Initiative: +7 Speed: Fly 100 ft. (perfect) (20 squares) Armor Class: 15 (+1 size, +3 Dex, +1 deflection), touch 15, flat-footed 12 Base Attack/Grapple: +1/–3 Attack: Breathstealing touch +5 melee (1d4) Full Attack: Breathstealing touch +5 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Air mastery, whirlwind, breathstealing touch (DC 11) Special Qualities: Darkvision 60 ft., elemental traits Saves: Fort +0, Ref +6, Will +0 Abilities: Str -, Dex 17, Con 10, Int 4, Wis 11, Cha 11 Skills: Listen +2, Spot +3 Feats: Flyby Attack, Improved InitiativeB, Weapon FinesseB Environment: Elemental Plane of Air Organization: Solitary Challenge Rating: 1 Treasure: None Alignment: Usually neutral Advancement: 3 HD (Small) Level Adjustment: —


Medium Air Elemental

Medium Elemental (Air, Extraplanar, Incorporeal) Hit Dice: 4d8+8 (26 hp) Initiative: +9 Speed: Fly 100 ft. (perfect) (20 squares) Armor Class: 16 (+5 Dex, +1 deflection), touch 16, flat-footed 11 Base Attack/Grapple: +3/+4 Attack: Slam +8 melee (1d6+1) Full Attack: Slam +8 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Air mastery, whirlwind, breathstealing touch (DC 11) Special Qualities: Darkvision 60 ft., elemental traits Saves: Fort +3, Ref +9, Will +1 Abilities: Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11 Skills: Listen +3, Spot +4 Feats: Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB Environment: Elemental Plane of Air Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Usually neutral Advancement: 5–7 HD (Medium) Level Adjustment: —


Large Air Elemental

Large Elemental (Air, Extraplanar, Incorporeal) Hit Dice: 8d8+24 (60 hp) Initiative: +11 Speed: Fly 100 ft. (perfect) (20 squares) Armor Class: 17 (–1 size, +7 Dex, +1 deflection), touch 17, flat-footed 10 Base Attack/Grapple: +6/+12 Attack: Slam +12 melee (2d6+2) Full Attack: 2 slams +12 melee (2d6+2) Space/Reach: 10 ft./10 ft. Special Attacks: Air mastery, whirlwind Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits Saves: Fort +5, Ref +13, Will +2 Abilities: Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11 Skills: Listen +5, Spot +6 Feats: Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB Environment: Elemental Plane of Air Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Usually neutral Advancement: 9–15 HD (Large) Level Adjustment: —


Huge Air Elemental

Huge Elemental (Air, Extraplanar, Incorporeal) Hit Dice: 16d8+64 (136 hp) Initiative: +13 Speed: Fly 100 ft. (perfect) (20 squares) Armor Class: 18 (–2 size, +9 Dex, +1 deflection), touch 18, flat-footed 9 Base Attack/Grapple: +12/+24 Attack: Slam +19 melee (2d8+4) Full Attack: 2 slams +19 melee (2d8+4) Space/Reach: 15 ft./15 ft. Special Attacks: Air mastery, whirlwind Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits Saves: Fort +9, Ref +19, Will +5 Abilities: Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11 Skills: Listen +11, Spot +12 Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB Environment: Elemental Plane of Air Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Usually neutral Advancement: 17–20 HD (Huge) Level Adjustment: —


Greater Air Elemental

Huge Elemental (Air, Extraplanar, Incorporeal) Hit Dice: 21d8+84 (178 hp) Initiative: +14 Speed: Fly 100 ft. (perfect) (20 squares) Armor Class: 19 (–2 size, +10 Dex, +1 deflection), touch 19, flat-footed 9 Base Attack/Grapple: +15/+28 Attack: Slam +23 melee (2d8+5) Full Attack: 2 slams +23 melee (2d8+5) Space/Reach: 15 ft./15 ft. Special Attacks: Air mastery, whirlwind Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits Saves: Fort +11, Ref +22, Will +9 Abilities: Str 20, Dex 31, Con 18, Int 8, Wis 11, Cha 11 Skills: Listen +14, Spot +14 Feats: Alertness, Blind-fight, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB Environment: Elemental Plane of Air Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Usually neutral Advancement: 22–23 HD (Huge) Level Adjustment: —


Elder Air Elemental

Huge Elemental (Air, Extraplanar, Incorporeal) Hit Dice: 24d8+96 (204 hp) Initiative: +15 Speed: Fly 100 ft. (perfect) (20 squares) Armor Class: 20 (–2 size, +11 Dex, +1 deflection), touch 20, flat-footed 9 Base Attack/Grapple: +18/+32 Attack: Slam +27 melee (2d8+6) Full Attack: 2 slams +27 melee (2d8+6) Space/Reach: 15 ft./15 ft. Special Attacks: Air mastery, whirlwind Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits Saves: Fort +12, Ref +25, Will +10 Abilities: Str 22, Dex 33, Con 18, Int 10, Wis 11, Cha 11 Skills: Listen +29, Spot +29 Feats: Alertness, Blind-fight, Cleave, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB Environment: Elemental Plane of Air Organization: Solitary Challenge Rating: 11 Treasure: None Alignment: Usually neutral Advancement: 25–48 HD (Huge) Level Adjustment: —


Air Elemental Abilities

Breathstealing Touch (Ex): An air elemental's touch briefly animates the air in its victims lungs or similar organ. Any creature of a type that breathes, or that has the augmented subtype associated with a type that breathes, takes damage as noted above and must make a Fortitude save (DC noted in the appropriate elemental's description; the DC is Constitution based) or be stunned for 1 round. It does not matter if the particular creature does not need to breathe; the attack damages the creature's interior, whether or not it is actually breathing, although the save does not affect objects. The lacerating gust of wind can still damage other creatures, or even objects, but they need not make the save and automatically take minimum damage. Living the Gust (Su): An air elemental is not merely an animated lump of air. Its will can exert force on its element nearby. Air elementals gain access to supernatural abilities that duplicate the effects of the following spells at certain categories, as listed. If an effect is dependent on caster level, use the elemental's hit dice, minus 4, to a minimum of 1. If the spell has a saving throw, the save DC is Dexterity based, and based on the hit dice of the elemental rather than the spell level (this DC is given in each elemental's description); these effects are generated by the elemental's skill at manipulating the air and ability to perform fine manipulation with it. These abilities are cumulative, so that an elemental in a higher category has access to all earlier abilities. Medium: gust of wind at will Large: wind wall 3/day Huge: cyclonic blast at will, but the elemental must wait 2d8 rounds before using the ability again. Greater: control winds 1/day Elder: greater whirlwind 1/day - When using this ability, the elemental becomes the whirlwind; for the duration, the elemental ceases to exist as a creature, except that it can still take an action on its normal initiative count to end the effect and return to its normal form in a square of its choice occupied by the whirlwind. If the effect ends for any reason, the elemental likewise reappears in a square of its choice within the area the whirlwind occupied. Stormborn Body (Ex): An air elemental is a living vortex of wind, and so gains several benefits not due less inherently turbulent incorporeal creatures. It gains an extra deflection bonus to its AC, as noted in its description. If it is in contact with the ground, it kicks up a cloud of dust, granting it concealment. If it is not in contact with the ground, it is nearly invisible; even if it is not trying to hide, or does not have cover, creatures need to make Spot checks in order to see it. The DC is given with this ability in each elemental's entry. Once an air elemental has been spotted, a creature can keep track of the distortion in the air, although if the creature ever loses line of sight to the elemental, it must check anew, and this does not override the normal rules for hiding. However, an air elemental takes a -8 penalty on Move Silently checks due to constant gusts.

If you use a single Perception skill, creatures that fail the check by less than 8 still notice the creature, but it retains total concealment.




Earth

Small Earth Elemental

Small Elemental (Earth, Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: –1 Speed: 20 ft. (4 squares) Armor Class: 17 (+1 size, –1 Dex, +7 natural), touch 10, flat-footed 17 Base Attack/Grapple: +1/+0 Attack: Slam +5 melee (1d6+4) Full Attack: Slam +5 melee (1d6+4) Space/Reach: 5 ft./5 ft. Special Attacks: Earth mastery, push Special Qualities: Darkvision 60 ft., earth glide, elemental traits Saves: Fort +4, Ref –1, Will +0 Abilities: Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11 Skills: Listen +3, Spot +2 Feats: Power Attack Environment: Elemental Plane of Earth Organization: Solitary Challenge Rating: 1 Treasure: None Alignment: Usually neutral Advancement: 3 HD (Small) Level Adjustment: —


Medium Earth Elemental

Medium Elemental (Earth, Extraplanar) Hit Dice: 4d8+12 (30 hp) Initiative: –1 Speed: 20 ft. (4 squares) Armor Class: 18 (–1 Dex, +9 natural), touch 9, flat-footed 18 Base Attack/Grapple: +3/+8 Attack: Slam +8 melee (1d8+7) Full Attack: Slam +8 melee (1d8+7) Space/Reach: 5 ft./5 ft. Special Attacks: Earth mastery, push Special Qualities: Darkvision 60 ft., earth glide, elemental traits Saves: Fort +7, Ref +0, Will +1 Abilities: Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11 Skills: Listen +4, Spot +3 Feats: Cleave, Power Attack Environment: Elemental Plane of Earth Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Usually neutral Advancement: 5–7 HD (Medium) Level Adjustment: —


Large Earth Elemental

Large Elemental (Earth, Extraplanar) Hit Dice: 8d8+32 (68 hp) Initiative: –1 Speed: 20 ft. (4 squares) Armor Class: 18 (–1 size, –1 Dex, +10 natural), touch 8, flat-footed 18 Base Attack/Grapple: +6/+17 Attack: Slam +12 melee (2d8+7) Full Attack: 2 slams +12 melee (2d8+7) Space/Reach: 10 ft./10 ft. Special Attacks: Earth mastery, push Special Qualities: Damage reduction 5/–, earth glide, darkvision 60 ft., elemental traits Saves: Fort +10, Ref +1, Will +2 Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11 Skills: Listen +6, Spot +5 Feats: Cleave, Great Cleave, Power Attack Environment: Elemental Plane of Earth Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Usually neutral Advancement: 9–15 HD (Large) Level Adjustment: —


Huge Earth Elemental

Huge Elemental (Earth, Extraplanar) Hit Dice: 16d8+80 (152 hp) Initiative: –1 Speed: 30 ft. (6 squares) Armor Class: 18 (–2 size, –1 Dex, +11 natural), touch 7, flat-footed 18 Base Attack/Grapple: +12/+29 Attack: Slam +19 melee (2d10+9) Full Attack: 2 slams +19 melee (2d10+9) Space/Reach: 15 ft./15 ft. Special Attacks: Earth mastery, push Special Qualities: Damage reduction 5/–, earth glide, darkvision 60 ft., elemental traits Saves: Fort +15, Ref +4, Will +7 Abilities: Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11 Skills: Listen +10, Spot +9 Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack Environment: Elemental Plane of Earth Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Usually neutral Advancement: 17–20 HD (Huge) Level Adjustment: —


Greater Earth Elemental

Huge Elemental (Earth, Extraplanar) Hit Dice: 21d8+105 (199 hp) Initiative: –1 Speed: 30 ft. (6 squares) Armor Class: 20 (–2 size, –1 Dex, +13 natural), touch 7, flat-footed 20 Base Attack/Grapple: +15/+33 Attack: Slam +23 melee (2d10+10) Full Attack: 2 slams +23 melee (2d10+10) 2 Space/Reach: 15 ft./15 ft. Special Attacks: Earth mastery, push Special Qualities: Damage reduction 10/–, earth glide, darkvision 60 ft., elemental traits Saves: Fort +17, Ref +6, Will +9 Abilities: Str 31, Dex 8, Con 21, Int 8, Wis 11, Cha 11 Skills: Listen +14, Spot +14 Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack Environment: Elemental Plane of Earth Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Usually neutral Advancement: 22–23 HD (Huge) Level Adjustment: —


Elder Earth Elemental

Huge Elemental (Earth, Extraplanar) Hit Dice: 24d8+120 (228 hp) Initiative: –1 Speed: 30 ft. (6 squares) Armor Class: 22 (–2 size, –1 Dex, +15 natural), touch 7, flat-footed 22 Base Attack/Grapple: +18/+37 Attack: Slam +27 melee (2d10+11/19–20) Full Attack: 2 slams +27 melee (2d10+11/19–20) Space/Reach: 15 ft./15 ft. Special Attacks: Earth mastery, push Special Qualities: Damage reduction 10/–, earth glide, darkvision 60 ft., elemental traits Saves: Fort +19, Ref +7, Will +10 Abilities: Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11 Skills: Listen +29, Spot +29 Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack Environment: Elemental Plane of Earth Organization: Solitary Challenge Rating: 11 Treasure: None Alignment: Usually neutral Advancement: 25–48 HD (Huge) Level Adjustment: —


Earth Elemental Abilities

Diamond Lance (Su): As a full-round action, a Large or greater elemental can launch a spear of glittering crystal at a foe. This is a ranged attack with a range increment of 60 feet, except that the elemental's attack bonus is the same as its slam attack (modified by range, if applicable). A creature struck takes damage as if by the elemental's slam, and must make a Fortitude save (DC given in the creature's entry; it is Constitution-based) or take 1d4 points of Dexterity damage as parts of its body turn to inert stone. The creature must continue to save each round until it makes 2 consecutive saves, or take the damage again. If a creature is reduced to 0 Dexterity by this ability, it is petrified. Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a Fortitude save at the spell's DC. Seed Crystal (Su): An earth elemental crystallizes the stone and earth around it. At the beginning of an earth elemental's turn, all squares adjacent to it, as well as those it occupies, become covered in rough crystal formations that convert the area to difficult terrain. If an elemental does not move before its next turn, then the radius of the crystal increases by 5 feet. The maximum area an elemental can crystallize is based on its category, and is noted in the creature's statistics. Furthermore, a Huge elemental's (or greater) crystals become jaggedly sharp, and any creature in the area takes damage as listed in the elemental's description. This ability functions only on a soil, stone, or metal surface at least 5 feet deep, and squares that do not meet these criteria cannot have crystal form in them (although the effect is a spread, and can therefore spread around them if the radius is sufficient). The earth elemental must be in contact with the surface in question, and must occupy at least one square that is not located beneath it. Creatures with the Earth Glide ability can ignore the effects of the crystal, as can a creature not in contact with the ground. Stoneshell Crust (Ex): An earth elemental's rocky construction mimics, in several ways, the nature of constructs. It gains bonus hit points based on its size as though it were a construct. It is immune to disease, death effects, and is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It gains a +10 bonus on saving throws against any effects that require a Fortitude save, unless that effect also affects objects or is harmless. An earth elemental is never at risk of death from massive damage. Furthermore, an earth elemental does not gain damage reduction as other elementals do; instead, it gains hardness based on its category. Hardness applies against any damage, whatever its source. Finally, any effect that would petrify an earth elemental instead doubles its hardness for the duration of the effect, or for 1 minute, whichever is less.


Fire

Small Fire Elemental

Small Elemental (Fire, Extraplanar) Hit Dice: 2d8 (9 hp) Initiative: +5 Speed: 50 ft. (10 squares) Armor Class: 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14 Base Attack/Grapple: +1/–3 Attack: Slam +3 melee (1d4 plus 1d4 fire) Full Attack: Slam +3 melee (1d4 plus 1d4 fire) Space/Reach: 5 ft./5 ft. Special Attacks: Burn Special Qualities: Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold Saves: Fort +0, Ref +4, Will +0 Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11 Skills: Listen +2, Spot +3 Feats: Dodge, Improved InitiativeB, Weapon FinesseB Environment: Elemental Plane of Fire Organization: Solitary Challenge Rating: 1 Treasure: None Alignment: Usually neutral Advancement: 3 HD (Small) Level Adjustment: —


Medium Fire Elemental

Medium Elemental (Fire, Extraplanar) Hit Dice: 4d8+8 (26 hp) Initiative: +7 Speed: 50 ft. (10 squares) Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 Base Attack/Grapple: +3/+4 Attack: Slam +6 melee (1d6+1 plus 1d6 fire) Full Attack: Slam +6 melee (1d6+1 plus 1d6 fire) Space/Reach: 5 ft./5 ft. Special Attacks: Burn Special Qualities: Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold Saves: Fort +3, Ref +7, Will +1 Abilities: Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11 Skills: Listen +3, Spot +4 Feats: Dodge, Improved InitiativeB, Mobility, Weapon FinesseB Environment: Elemental Plane of Fire Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Usually neutral Advancement: 5–7 HD (Medium) Level Adjustment: —


Large Fire Elemental

Large Elemental (Fire, Extraplanar) Hit Dice: 8d8+24 (60 hp) Initiative: +9 Speed: 50 ft. (10 squares) Armor Class: 18 (–1 size, +5 Dex, +4 natural), touch 14, flat-footed 13 Base Attack/Grapple: +6/+12 Attack: Slam +10 melee (2d6+2 plus 2d6 fire) Full Attack: 2 slams +10 melee (2d6+2 plus 2d6 fire) Space/Reach: 10 ft./10 ft. Special Attacks: Burn Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold Saves: Fort +5, Ref +11, Will +2 Abilities: Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11 Skills: Listen +5, Spot +6 Feats: Dodge, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB Environment: Elemental Plane of Fire Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Usually neutral Advancement: 9–15 HD (Large) Level Adjustment: —


Huge Fire Elemental

Huge Elemental (Fire, Extraplanar) Hit Dice: 16d8+64 (136 hp) Initiative: +11 Speed: 60 ft. (12 squares) Armor Class: 19 (–2 size, +7 Dex, +4 natural), touch 15, flat-footed 12 Base Attack/Grapple: +12/+24 Attack: Slam +17 melee (2d8+4 plus 2d8 fire) Full Attack: 2 slams +17 melee (2d8+4 plus 2d8 fire) Space/Reach: 15 ft./15 ft. Special Attacks: Burn Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold Saves: Fort +9, Ref +17, Will +7 Abilities: Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11 Skills: Listen +11, Spot +12 Feats: Alertness, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB Environment: Elemental Plane of Fire Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Usually neutral Advancement: 17–20 HD (Huge) Level Adjustment: —


Greater Fire Elemental

Huge Elemental (Fire, Extraplanar) Hit Dice: 21d8+84 (178 hp) Initiative: +12 Speed: 60 ft. (12 squares) Armor Class: 24 (–2 size, +8 Dex, +8 natural), touch 16, flat-footed 16 Base Attack/Grapple: +15/+28 Attack: Slam +22 melee (2d8+5 plus 2d8 fire) Full Attack: 2 slams +22 melee (2d8+5 plus 2d8 fire) Space/Reach: 15 ft./15 ft. Special Attacks: Burn Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold Saves: Fort +11, Ref +20, Will +9 Abilities: Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11 Skills: Listen +14, Spot +14 Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam) Environment: Elemental Plane of Fire Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Usually neutral Advancement: 22–23 HD (Huge) Level Adjustment: —


Elder Fire Elemental

Huge Elemental (Fire, Extraplanar) Hit Dice: 24d8+96 (204 hp) Initiative: +13 Speed: 60 ft. (12 squares) Armor Class: 25 (–2 size, +9 Dex, +8 natural), touch 17, flat-footed 16 Base Attack/Grapple: +18/+32 Attack: Slam +26 melee (2d8+6 plus 2d8 fire) Full Attack: 2 slams +26 melee (2d8+6 plus 2d8 fire) Space/Reach: 15 ft./15 ft. Special Attacks: Burn Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold Saves: Fort +14, Ref +23, Will +10 Abilities: Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11 Skills: Listen +28, Spot +29 Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam) Environment: Elemental Plane of Fire Organization: Solitary Challenge Rating: 11 Treasure: None Alignment: Usually neutral Advancement: 25–48 HD (Huge) Level Adjustment: —


Fire Elemental Abilities

Burn (Ex): A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental‘s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental’s size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.


Water

Small Water Elemental

Small Elemental (Water, Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: +0 Speed: 20 ft. (4 squares), swim 90 ft. Armor Class: 17 (+1 size, +6 natural), touch 11, flat-footed 17 Base Attack/Grapple: +1/–1 Attack: Slam +4 melee (1d6+3) Full Attack: Slam +4 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Water mastery, drench, vortex Special Qualities: Darkvision 60 ft., elemental traits Saves: Fort +4, Ref +0, Will +0 Abilities: Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11 Skills: Listen +2, Spot +3 Feats: Power Attack Environment: Elemental Plane of Water Organization: Solitary Challenge Rating: 1 Treasure: None Alignment: Usually neutral Advancement: 3 HD (Small) Level Adjustment: —


Medium Water Elemental

Medium Elemental (Water, Extraplanar) Hit Dice: 4d8+12 (30 hp) Initiative: +1 Speed: 20 ft. (4 squares), swim 90 ft. Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18 Base Attack/Grapple: +3/+6 Attack: Slam +6 melee (1d8+4) Full Attack: Slam +6 melee (1d8+4) Space/Reach: 5 ft./5 ft. Special Attacks: Water mastery, drench, vortex Special Qualities: Darkvision 60 ft., elemental traits Saves: Fort +7, Ref +2, Will +1 Abilities: Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11 Skills: Listen +3, Spot +4 Feats: Cleave, Power Attack Environment: Elemental Plane of Water Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Usually neutral Advancement: 5–7 HD (Medium) Level Adjustment: —


Large Water Elemental

Large Elemental (Water, Extraplanar) Hit Dice: 8d8+32 (68 hp) Initiative: +2 Speed: 20 ft. (4 squares), swim 90 ft. Armor Class: 20 (–1 size, +2 Dex, +9 natural), touch 11, flat-footed 18 Base Attack/Grapple: +6/+15 Attack: Slam +10 melee (2d8+5) Full Attack: 2 slams +10 melee (2d8+5) Space/Reach: 10 ft./10 ft. Special Attacks: Water mastery, drench, vortex Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits Saves: Fort +10, Ref +4, Will +2 Abilities: Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11 Skills: Listen +5, Spot +6 Feats: Cleave, Great Cleave, Power Attack Environment: Elemental Plane of Water Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Usually neutral Advancement: 9–15 HD (Large) Level Adjustment: —


Huge Water Elemental

Huge Elemental (Water, Extraplanar) Hit Dice: 16d8+80 (152 hp) Initiative: +4 Speed: 30 ft. (6 squares), swim 120 ft. Armor Class: 21 (–2 size, +4 Dex, +9 natural), touch 12, flat-footed 17 Base Attack/Grapple: +12/+27 Attack: Slam +17 melee (2d10+7) Full Attack: 2 slams +17 melee (2d10+7) Space/Reach: 15 ft./15 ft. Special Attacks: Water mastery, drench, vortex Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits Saves: Fort +15, Ref +9, Will +7 Abilities: Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11 Skills: Listen +11, Spot +12 Feats: Alertness, Cleave, Great Cleave, Power Attack, Improved Bull Rush, Iron Will Environment: Elemental Plane of Water Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Usually neutral Advancement: 17–20 HD (Huge) Level Adjustment: —


Greater Water Elemental

Huge Elemental (Water, Extraplanar) Hit Dice: 21d8+105 (199 hp) Initiative: +5 Speed: 30 ft. (6 squares), swim 120 ft. Armor Class: 22 (–2 size, +5 Dex, +9 natural), touch 13, flat-footed 17 Base Attack/Grapple: +15/+31 Attack: Slam +21 melee (2d10+8) Full Attack: 2 slams +21 melee (2d10+8) Space/Reach: 15 ft./15 ft. Special Attacks: Water mastery, drench, vortex Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits Saves: Fort +17, Ref +14, Will +9 Abilities: Str 26, Dex 20, Con 21, Int 8, Wis 11, Cha 11 Skills: Listen +14, Spot +14 Feats: Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack Environment: Elemental Plane of Water Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Usually neutral Advancement: 22–23 HD (Huge) Level Adjustment: —


Elder Water Elemental

Huge Elemental (Water, Extraplanar) Hit Dice: 24d8+120 (228 hp) Initiative: +6 Speed: 30 ft. (6 squares), swim 120 ft. Armor Class: 23 (–2 size, +6 Dex, +9 natural), touch 14, flat-footed 17 Base Attack/Grapple: +18/+35 Attack: Slam +25 melee (2d10+9/19–20) Full Attack: 2 slams +25 melee (2d10+9/19–20) Space/Reach: 15 ft./15 ft. Special Attacks: Water mastery, drench, vortex Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits Saves: Fort +19, Ref +16, Will +10 Abilities: Str 28, Dex 22, Con 21, Int 10, Wis 11, Cha 11 Skills: Listen +29, Spot +29 Feats: Alertness, Cleave, Great Cleave, Improved Critical (slam), Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack Environment: Elemental Plane of Water Organization: Solitary Challenge Rating: 11 Treasure: None Alignment: Usually neutral Advancement: 25–48 HD (Huge) Level Adjustment: —


Water Elemental Abilities

Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed. Drench (Ex): The elemental’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 can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD). Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental 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 10 feet or more tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet. The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space. Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking 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. The DC for saves against the vortex’s effects varies with the elemental’s size. The save DC is Strength-based. Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental 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. An elemental in vortex form cannot make slam attacks and does not threaten the area around it. Skills: A water elemental 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.

Air

Combat Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.

  Howling Winds (Ex): The claws of an air elemental are made of fierce winds that slash at opponents with great speed and force.  The air elemental adds its Dexterity modifier as a bonus on damage rolls with its claw attacks.
  Inner Tempest (Ex): The heart of an air elemental is a raging tempest that lashes at creatures and holds them in place.  Any creature that begins its turn in the same space as an air elemental or attempts to pass through an air elemental's space takes damage as though hit by the elemental's claw attack.  A successful Reflex save (DC 10 + 1/2 HD + the air elemental's Constitution modifier) halves this damage.
  In addition, if a creature one or more size categories smaller than the elemental fails this save, it must make a second Reflex save (same DC) or be caught in the storm and held within the air elemental's body.  A creature caught in this way is trapped within the air elemental's body and cannot move except to go where the elemental carries them.  Creatures caught in the storm can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell.  Creatures caught in the storm take a -4 penalty to Dexterity and a -2 penalty on attack rolls.  The elemental can have only as many creatures trapped inside its inner tempest at one time as will fit within the elemental's space.
  The elemental can eject any carried creatures whenever it wishes, depositing them in an adjacent space.  A trapped creature is allowed a Reflex save each round to escape the inner tempest.
  Trip (Ex): An air elemental that hits with a claw attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity.  If the attempt fails, the opponent cannot react to trip the elemental.
  Fluid Traits: As a creature with the fluid subtype, an air elemental is not subject to critical hits, flanking, nonlethal damage, or ability drain.  Due to the fluid nature of its body, an air elemental takes half damage from all weapons, though a weapon with a special ability such as flaming or frost deals its full energy damage with each hit.
  An air elemental cannot be tripped, grappled, or bull rushed (nor can it grapple opponents), and it automatically succeeds on Escape Artist checks made to escape from ropes, manacles, and tight spaces.  An air elemental is never staggered, but reducing it to 0 hit points causes it to lose integrity and break apart (though damage taken until that point does not degrade its ability to attack or resist attacks).
  Gaseous: As a gaseous creature, an air elemental has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks.  It also has no weight and does not set off traps that are triggered by weight.  A air elemental is subject to the effects of wind, and it can't manipulate objects or activate items.  A air elemental can occupy the same space as a creature of any size, since its flows around its target, but remains a creature of its normal size.
  An air elemental hisses and howls as it moves, and can be heard normally with Listen checks.  Nonvisual senses such as scent and blindsight are wholly effective with regard to an air elemental.
  Malleable Form (Ex): An air elemental's control over its form allows it to flow through tiny cracks in objects and move through obstacles.  An air elemental moves at normal speed through terrain that slows movement.  It can move through permeable objects at half speed, though it cannot move through completely solid barriers.  For example, a air elemental could flow through a wooden or brick wall by squeezing into cracks and channels, but it could not move through a wall of solid iron or rock.

Earth

Combat Though an earth elemental moves slowly when above ground, it is a relentless opponent. It can travel through solid ground or stone as easily as humans walk on the earth's surface.

  Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground.  If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls.  (These modifiers are not included in the statistics block.)
  Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water.  Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence.  A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
  Push (Ex): An earth elemental's attacks hammer home with such tremendous force that they can force opponents to move.  Each time an earth elemental strikes an opponent in melee, it can make a Strength check opposed by the target's Strength check, as if initiating a bull rush; the earth elemental gains a +4 racial bonus on this check.  If the earth elemental succeeds, it pushes its opponent back 5 feet, plus an additional 5 feet for every 5 points by which its check result is greater than the defender's check result.
  Solid Traits: As a creature with the solid subtype, an earth elemental is not subject to critical hits, nonlethal damage, or ability drain, and it is immune to damage to its physical ability scores.  Due to the solid structure of its body, an earth elemental is affected by energy attacks and ranged weapons in the same way that an object would be (see page 165 of the Player's Handbook).  In addition, an earth elemental is immune to any effect that requires a Fortitude save, unless the effect also works on objects or is harmless, and is never at risk of death from massive damage.
  An earth elemental of Medium size or larger gains bonus hit points based on its size (as though it were a construct), as well as hardness 8.  These modifiers are already included in the statistics block.
  Stability (Ex): An earth elemental is exceptionally stable on its feet.  An earth elemental gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing or otherwise not standing firmly on the ground).

Fire

Combat A fire elemental is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning the creatures and objects of the Material Plane to ashes.

  Burning Touch (Ex): As an attack action, a fire elemental can make a touch attack that deals 1d6 points of fire damage.  This attack deals an extra 1d6 points of damage for every size category larger than Small the fire elemental is.
  A fire elemental's burning touch attack counts as a natural attack for the purpose of feats such as Weapon Focus and Improved Natural Attack.
  Burn (Ex): Creatures hit by a fire elemental's burning touch attack must succeed on a Reflex save (DC 10 + 1/2 HD + the fire elemental's Constitution modifier) or catch on fire.  The flame burns for 1d4 rounds.  A burning creature can take a move action to put out the flame.
  Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's burning touch attack, and also catch on fire unless they succeed on a Reflex save.
  Fiery Form (Ex): A fire elemental's body consists of searing flames that illuminate the elemental's surroundings and burn all within reach.  A Small or Medium fire elemental's body provides bright illumination out to 15 feet and shadowy illumination out to 30 feet.  The radius of this illumination doubles for every size category larger than Medium the fire elemental is.
  A fire elemental sets fire to any combustibles in a space it occupies or passes through.  In addition, any creature that begins its turn in the same space as a fire elemental or attempts to pass through a fire elemental's space takes damage as though hit by the elemental's burning touch attack, and also catches on fire unless it succeeds on a Reflex save.
  Finally, unlike most creatures with the fire subtype, a fire elemental is not vulnerable to cold damage.  It takes normal damage from cold effects, rather than half again as much damage.
  Fire Mastery (Ex): A fire elemental's burning touch attack and other fire effects ignore resistance to fire, and they still deal half damage to creatures with immunity to fire.
  Fluid Traits: As a creature with the fluid subtype, a fire elemental is not subject to critical hits, flanking, nonlethal damage, or ability drain.  Due to the fluid nature of its body, a fire elemental takes half damage from all weapons, though a weapon with a special ability such as flaming or frost deals its full energy damage with each hit.
  A fire elemental cannot be tripped, grappled, or bull rushed (nor can it grapple opponents), and it automatically succeeds on Escape Artist checks made to escape from ropes, manacles, and tight spaces.  A fire elemental is never staggered, but reducing it to 0 hit points causes it to lose integrity and break apart (though damage taken until that point does not degrade its ability to attack or resist attacks).
  Gaseous: As a gaseous creature, a fire elemental has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks.  It also has no weight and does not set off traps that are triggered by weight.  A fire elemental is subject to the effects of wind, and it can't manipulate objects or activate items.  A fire elemental can occupy the same space as a creature of any size, since its flows around its target, but remains a creature of its normal size.
  A fire elemental crackles and pops as it moves, and can be heard normally with Listen checks.  Nonvisual senses such as scent and blindsight are wholly effective with regard to a fire elemental.
  Malleable Form (Ex): A fire elemental's control over its form allows it to flow through tiny cracks in objects and move through obstacles.  A fire elemental moves at normal speed through terrain that slows movement.  It can move through permeable objects at half speed, though it cannot move through completely solid barriers.  For example, a fire elemental could flow through a wooden wall (igniting it in the process) by squeezing into cracks and channels, but it could not move through a wall of solid iron or rock.
  Vulnerability to Water (Ex): A fire elemental is vulnerable to water, taking 1d6 points of damage per round of exposure, except in the case of total immersion, which deals 20d6 points of damage per round.
  Damage dealt by weapons or attack forms made of water (such as a water elemental's slam attack) is not halved by a fire elemental's fluid nature; instead, such attacks deal half again as much (+50%) damage to a fire elemental.  In addition, a create water spell (or another spell that creates water) cast into a fire elemental's space deals 1d6 damage per caster level to the elemental.  The fire elemental receives no saving throw against such a spell.

Water

Combat A water elemental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents.

  Churn (Ex): The body of a water elemental is filled with churning currents that grind creatures trapped within the elemental.  Each round, at the beginning of the water elemental's turn, any creatures that it has engulfed take 1d6 points of bludgeoning damage.  This effect deals an extra 1d6 points of damage for every size category larger than Small the elemental is.  An engulfed creature that succeeds on a Fortitude save (DC 10 + 1/2 HD + the water elemental's Strength modifier) takes half damage.
  Drench (Ex): A water elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller.  The elemental can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
  Engulf (Ex): As a standard action, a water elemental can flow over creatures at least one size category smaller than it, entrapping them within its form.  The elemental simply moves into the opponents' space; any creature whose space it completely covers is subject to the engulf attack.  The elemental cannot make attacks during a round in which it engulfs.  It can engulf as many creatures as fit in its space.
  Opponents can make attacks of opportunity against the elemental, but if they do so they are not entitled to a saving throw.  Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10 + 1/2 the water elemental's base attack bonus + the water elemental's Constitution modifier) or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the creature moves forward.
  Engulfed creatures are considered to be pinned and trapped within the water elemental's body and are subject to the effects of its churn ability (see above).  An engulfed creature that breathes air might drown (see page 304 of the Dungeon Master's Guide).  To escape, the victim must escape the pin and then escape the grapple by winning grapple checks against the elemental.  The victim can choose to make Escape Artist checks in place of grapple checks.  For the purpose of grapple checks made to keep an engulfed creature from escaping, the elemental's grapple modifier is treated as being 1/2 the water elemental's base attack bonus + its Strength modifier + special size modifier, plus any bonuses it might have on grapple checks.  If the water elemental is killed, any engulfed victims are freed.
  Fluid Traits: As a creature with the fluid subtype, a water elemental is not subject to critical hits, flanking, nonlethal damage, or ability drain.  Due to the fluid nature of its body, a water elemental takes half damage from all weapons, though a weapon with a special ability such as flaming or frost deals its full energy damage with each hit.
  A water elemental cannot be tripped, grappled, or bull rushed, nor can it grapple opponents normally (though it can make grapple checks to keep an engulfed creature from escaping), and it automatically succeeds on Escape Artist checks made to escape from ropes, manacles, and tight spaces.  A water elemental is never staggered, but reducing it to 0 hit points causes it to lose integrity and break apart (though damage taken until that point does not degrade its ability to attack or resist attacks).
  Liquid Body (Ex): A water elemental's control over its watery form allows it to flow around attacks, flatten itself against the ground to avoid a blast, and so forth.  Any spell or effect that allows a Reflex save for half damage has a 50% chance to have no effect on a water elemental.
  Malleable Form (Ex): A water elemental's control over its form allows it to flow through tiny cracks in objects and move through obstacles.  A water elemental moves at normal speed through terrain that slows movement.  It can move through permeable objects at half speed, though it cannot move through completely solid barriers.  For example, a water elemental could flow through a wooden or brick wall by squeezing into cracks and channels, but it could not move through a wall of solid iron or rock.
  Skills: A water elemental 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.

New Subtypes=

The Fluid Subtype (click to show/hide) Creatures of the fluid subtype are composed of a liquid, gas, or other material that moves as a fluid. This unusual construction makes these creatures more difficult to destroy, as their bodies simply move around an attack.

  Traits: A body of a fluid creature is mutable and shifting, so it is not subject to critical hits, flanking, nonlethal damage, or ability drain.  A fluid creature's body is also not completely solid, so it takes half damage from all weapons, though a weapon with a special ability such as flaming or frost deals its full energy damage with each hit.
  A fluid creature cannot be tripped, grappled, or bull rushed, nor can it grapple opponents normally (though it can make grapple checks to keep an engulfed creature from escaping).  A fluid creature automatically succeeds at Escape Artist checks made to escape from ropes, manacles, or tight spaces.
  A fluid creature is never staggered or reduced to a dying state by damage.  Reducing it to 0 hit points or lower causes it to lose integrity and break up, though damage taken until that point does not degrade its ability to attack or resist attacks.
  Malleable Form (Ex): A fluid creature's control over its form allows it to flow through tiny cracks in objects and move through obstacles.  A fluid creature moves at normal speed through terrain that slows movement.  It can move through permeable objects at half speed, though it cannot move through completely solid barriers.  For example, a fluid creature could flow through a wooden or brick wall by squeezing into cracks and channels, but it could not move through a wall of solid iron or rock.
  If the creature ends its movement completely within an object, opponents do not have line of sight or line of effect to it.  Its reach drops to 0 feet.  Any creatures engulfed within the creature (see Engulf, below) fall out, dropping prone at the edge of the object.  If only part of the creature is in an object, but its remaining space cannot hold all the creatures within it, the creature chooses which ones to release.
  Engulf (Ex): As a standard action, a fluid creature can flow over creatures at least one size category smaller than it, entrapping them within its form.  The fluid creature simply moves into the opponents' space; any creature whose space it completely covers is subject to the engulf attack.  The fluid creature cannot make attacks during a round in which it engulfs.  It can engulf as many creatures as fit in its space.
  Opponents can make attacks of opportunity against the fluid creature, but if they do so they are not entitled to a saving throw.  Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10 + 1/2 fluid creature's base attack bonus + Con modifier) or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the creature moves forward.
  Engulfed creatures are considered to be pinned and trapped within the fluid creature's body.  An engulfed creature that breathes air might drown (see page 304 of the Dungeon Master's Guide).  To escape, the victim must escape the pin and then escape the grapple by winning grapple checks against the fluid creature.  The victim can choose to make Escape Artist checks in place of grapple checks.  For the purpose of grapple checks made to keep an engulfed creature from escaping, the fluid creature's grapple modifier is treated as being 1/2 the fluid creature's base attack bonus + its Strength modifier + special size modifier, plus any bonuses the fluid creature might have on grapple checks.  If the fluid creature is killed, any engulfed victims are freed.
  Immunities (Ex): A fluid creature is immune to poison, sleep effects, paralysis, polymorph effects, and stunning.
  In addition, some creatures of the fluid subtype also possess the gaseous special quality:
  Gaseous: A gaseous creature has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks.  It also has no weight and does not set off traps that are triggered by weight.  The creature is subject to the effects of wind, and it can't manipulate objects or activate items.
  A gaseous creature has no natural armor bonus, but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus). 
  Unlike most fluid creatures, a gaseous creature has no engulf ability.  However, many gaseous creatures have attack forms that damage creatures in the same space.  In order to use these attack forms, a gaseous creature moves into opponents' spaces, which provokes an attack of opportunity.  A gaseous creature can occupy the same space as a creature of any size, since it flows around its target, but remains a creature of its normal size.
  A gaseous creature moves silently and cannot be heard with Listen checks if it doesn't wish to be.  Nonvisual senses, such as scent and blindsight, are usually either ineffective or only partly effective with regard to gaseous creatures.

The Solid Subtype (click to show/hide) Creatures of the solid subtype are composed entirely of a solid substance, such as earth, ice, or stone. This unusual construction makes these creatures more difficult to destroy, as their bodies are firm and unyielding.

  Traits: The body of a solid creature is sturdy and flawless, so it is not subject to critical hits, nonlethal damage, or ability drain.  This unusual anatomy also grants the creature immunity to damage to its physical ability scores (Strength, Dexterity, and Constitution).
  In some ways, a solid creature's structure is more reminiscent of an object than a normal creature.  A solid creature of Medium size or larger gains bonus hit points based on its size as though it were a construct, as well as hardness appropriate to the substance from which it is formed (see page 166 of the Player's Handbook).  Unless stated otherwise, a solid creature is affected by energy attacks and ranged weapons in the same way that an object would be.  Finally, a solid creature is immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless) and is never at risk of death from massive damage.
  Immunities (Ex): A solid creature is immune to disease, poison, sleep effects, paralysis, polymorph effects, and stunning.
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