Elemental

An elemental is a being composed of one of the four classical elements: air, earth, fire, or water. See Table: Elementals for physical ability scores, recommended minimum Hit Dice, and damage based on size.
Hit Die: d8.
Base Attack Bonus: 3/4 of total Hit Dice (see Table 8-2: Creature Saves and Base Attack Bonuses).
Good Saving Throws: Varies by element: Fortitude (earth, water) or Reflex (air, fire).
Skill Points: 2 x Int score, plus 2 points per Hit Dice beyond 1 HD.
Feats: Int modifier (minimum 0), plus 1 feat per 4 Hit Dice beyond 1 HD.
Elementals share the following additional traits.
Weapon and Armor Proficiency: Elementals are proficient with their natural weapons only. They are not proficient with armor.
Darkvision (Ex): Most elementals have darkvision with a range of 60 feet.
Immunities: Elementals are immune to poison, sleep, paralysis, and stunning. They are not subject to critical hits, flanking, or the effects of massive damage.
Special: Elementals cannot be raised from the dead.
Table: Elementals
Size
Str
Dex
Con
Minimum HD
Slam
Bite
Claw
Gore
Colossal
44-45
6-7
28-29
32d8
4d6
4d6
2d8
2d6
Gargantuan
36-37
6-7
24-25
16d8
2d8
2d8
2d6
1d8
Huge
28-29
6-7
20-21
8d8
2d6
2d6
2d4
1d6
Large
20-21
8-9
16-17
4d8
1d8
1d8
1d6
1d4
Medium-size
12-13
10-11
12-13
2d8
1d6
1d6
1d4
1d3
Small
8-9
12-13
10-11
1d8
1d4
1d4
1d3
1d2
Tiny
6-7
14-15
10-11
1/2 d8
1d3
1d3
1d2
1
Diminutive
4-5
16-17
10-11
1/4 d8
1d2
1d2
1
-
Fine
4-5
18-19
10-11
1/8 d8
1
1
-
-
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