Elementals are incarnations of the elements that compose existence.
Elementals have varied
combat abilities and tactics, but all have the same elemental qualities.
|
Air Elemental, Small
|
Air Elemental, Medium
|
Air Elemental, Large
|
|
Small Elemental (Air, Extraplanar)
|
Medium Elemental (Air, Extraplanar)
|
Large Elemental (Air, Extraplanar)
|
Hit Dice:
|
2d8 (9 hp) |
4d8+8 (26 hp) |
8d8+24 (60 hp) |
Initiative:
|
+7 |
+9 |
+11 |
Speed:
|
Fly 100 ft. (perfect) (20 squares) |
Fly 100 ft. (perfect) (20 squares) |
Fly 100 ft. (perfect) (20 squares) |
Armor Class:
|
17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 |
18 (+5 Dex, +3 natural), touch 15, flat-footed 13 |
20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13 |
Base Attack/Grapple:
|
+1/-3 |
+3/+4 |
+6/+12 |
Attack:
|
Slam +5 melee (1d4) |
Slam +8 melee (1d6+1) |
Slam +12 melee (2d6+2) |
Full Attack:
|
Slam +5 melee (1d4) |
Slam +8 melee (1d6+1) |
2 slams +12 melee (2d6+2) |
Space/Reach:
|
5 ft./5 ft. |
5 ft./5 ft. |
10 ft./10 ft. |
Special Attacks:
|
Air mastery, whirlwind |
Air mastery, whirlwind |
Air mastery, whirlwind |
Special Qualities:
|
Darkvision 60 ft., elemental traits |
Darkvision 60 ft., elemental traits |
Damage reduction 5/-, darkvision 60 ft., elemental traits |
Saves:
|
Fort +0, Ref +6, Will +0 |
Fort +3, Ref +9, Will +1 |
Fort +5, Ref +13, Will +2 |
Abilities:
|
Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11 |
Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11 |
Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11 |
Skills:
|
Listen +2, Spot +3 |
Listen +3, Spot +4 |
Listen +5, Spot +6 |
Feats:
|
Flyby Attack, Improved InitiativeB, Weapon Finesse B |
Dodge, Flyby Attack, Improved Initiative B, Weapon FinesseB |
Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB |
Environment:
|
Elemental Plane of Air
|
Elemental Plane of Air
|
Elemental Plane of Air
|
Organization:
|
Solitary |
Solitary |
Solitary |
Challenge Rating:
|
1
|
3
|
5
|
Treasure:
|
None |
None |
None |
Alignment:
|
Usually neutral |
Usually neutral |
Usually neutral |
Advancement:
|
3 HD (Small) |
5-7 HD (Medium) |
9-15 HD (Large) |
Level Adjustment:
|
- |
- |
- |
|
Air Elemental, Huge
|
Air Elemental, Greater
|
Air Elemental, Elder
|
|
Huge Elemental (Air, Extraplanar)
|
Huge Elemental (Air, Extraplanar)
|
Huge Elemental (Air, Extraplanar)
|
Hit Dice:
|
16d8+64 (136 hp) |
21d8+84 (178 hp) |
24d8+96 (204 hp) |
Initiative:
|
+13 |
+14 |
+15 |
Speed:
|
Fly 100 ft. (perfect) (20 squares) |
Fly 100 ft. (perfect) (20 squares) |
Fly 100 ft. (perfect) (20 squares) |
Armor Class:
|
21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12 |
26 (-2 size, +10 Dex, +8 natural), touch 18, flat-footed 16 |
27 (-2 size, +11 Dex, +8 natural), touch 19, flat-footed 16 |
Base Attack/Grapple:
|
+12/+24 |
+15/+28 |
+18/+32 |
Attack:
|
Slam +19 melee (2d8+4) |
Slam +23 melee (2d8+5) |
Slam +27 melee (2d8+6) |
Full Attack:
|
2 slams +19 melee (2d8+4) |
2 slams +23 melee (2d8+5) |
2 slams +27 melee (2d8+6) |
Space/Reach:
|
15 ft./15 ft. |
15 ft./15 ft. |
15 ft./15 ft. |
Special Attacks:
|
Air mastery, whirlwind |
Air mastery, whirlwind |
Air mastery, whirlwind |
Special Qualities:
|
Damage reduction 5/-, darkvision 60 ft., elemental traits |
Damage reduction 10/-, darkvision 60 ft., elemental traits |
Damage reduction 10/-, darkvision 60 ft., elemental traits |
Saves:
|
Fort +9, Ref +19, Will +5 |
Fort +11, Ref +22, Will +9 |
Fort +12, Ref +25, Will +10 |
Abilities:
|
Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11 |
Str 20, Dex 31, Con 18, Int 8, Wis 11, Cha 11 |
Str 22, Dex 33, Con 18, Int 10, Wis 11, Cha 11 |
Skills:
|
Listen +11, Spot +12 |
Listen +14, Spot +14 |
Listen +29, Spot +29 |
Feats:
|
Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative B, Mobility, Spring Attack, Weapon FinesseB |
Alertness, Blind-fight, Combat Reflexes, Flyby Attack, Improved Initiative B, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB |
Alertness, Blind-fight, Cleave, Combat Reflexes, Flyby Attack, Improved Initiative B, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB |
Environment:
|
Elemental Plane of Air
|
Elemental Plane of Air
|
Elemental Plane of Air
|
Organization:
|
Solitary |
Solitary |
Solitary |
Challenge Rating:
|
7
|
9
|
11
|
Treasure:
|
None |
None |
None |
Alignment:
|
Usually neutral |
Usually neutral |
Usually neutral |
Advancement:
|
17-20 HD (Huge) |
22-23 HD (Huge) |
25-48 HD (Huge) |
Level Adjustment:
|
- |
- |
- |
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and
damage rolls against an
air elemental.
Whirlwind (Su): The elemental can transform itself into a
whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its
fly speed.
The
whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet 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
whirlwind form does not provoke
attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the
whirlwind if it touches or enters the
whirlwind, 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
whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the
whirlwind 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 winds, automatically taking the indicated
damage each round. A creature that can
fly is allowed a Reflex save each round to escape the
whirlwind. The creature still takes
damage but can leave if the save is successful. The DC for saves against the
whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based.
Creatures trapped in the
whirlwind 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 succeed on a
Concentration check (DC 15 +
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
whirlwind at one time as will fit inside the
whirlwind's volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the
whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the
whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the
whirlwind'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.
An elemental in
whirlwind form cannot make slam attacks and does not threaten the area around it.
Air Elemental Sizes
|
|
|
|
----- Whirlwind -----
|
Elemental
|
Height
|
Weight
|
Save DC
|
Damage
|
Height
|
Small |
4 ft.
|
1 lb.
|
11
|
1d4
|
10-20 ft.
|
Medium |
8 ft.
|
2 lb.
|
13
|
1d6
|
10-30 ft.
|
Large |
16 ft.
|
4 lb.
|
16
|
2d6
|
10-40 ft.
|
Huge |
32 ft.
|
8 lb.
|
22
|
2d8
|
10-50 ft.
|
Greater |
36 ft.
|
10 lb.
|
25
|
2d8
|
10-60 ft.
|
Elder |
40 ft.
|
12 lb.
|
28
|
2d8
|
10-60 ft.
|
|
Earth Elemental, Small
|
Earth Elemental, Medium
|
Earth Elemental, Large
|
|
Small Elemental (Earth, Extraplanar)
|
Medium Elemental (Earth, Extraplanar)
|
Large Elemental (Earth, Extraplanar) |
Hit Dice:
|
2d8+2 (11 hp) |
4d8+12 (30 hp) |
8d8+32 (68 hp) |
Initiative:
|
-1 |
-1 |
-1 |
Speed:
|
20 ft. (4 squares) |
20 ft. (4 squares) |
20 ft. (4 squares) |
Armor Class:
|
17 (+1 size, -1 Dex, +7 natural), touch 10, flat-footed 17 |
18 (-1 Dex, +9 natural), touch 9, flat-footed 18 |
18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18 |
Base Attack/Grapple:
|
+1/+0 |
+3/+8 |
+6/+17 |
Attack:
|
Slam +5 melee (1d6+4) |
Slam +8 melee (1d8+7) |
Slam +12 melee (2d8+7) |
Full Attack:
|
Slam +5 melee (1d6+4) |
Slam +8 melee (1d8+7) |
2 slams +12 melee (2d8+7) |
Space/Reach:
|
5 ft./5 ft. |
5 ft./5 ft. |
10 ft./10 ft. |
Special Attacks:
|
Earth mastery, push |
Earth mastery, push |
Earth mastery, push |
Special Qualities:
|
Darkvision 60 ft., earth glide, elemental traits |
Darkvision 60 ft., earth glide, elemental traits |
Damage reduction 5/-, earth glide, darkvision 60 ft., elemental traits |
Saves:
|
Fort +4, Ref -1, Will +0 |
Fort +7, Ref +0, Will +1 |
Fort +10, Ref +1, Will +2 |
Abilities:
|
Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11 |
Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11 |
Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11 |
Skills:
|
Listen +3, Spot +2 |
Listen +4, Spot +3 |
Listen +6, Spot +5 |
Feats:
|
Power Attack
|
Cleave, Power Attack |
Cleave, Great Cleave, Power Attack |
Environment:
|
Elemental Plane of Earth
|
Elemental Plane of Earth
|
Elemental Plane of Earth
|
Organization:
|
Solitary |
Solitary |
Solitary |
Challenge Rating:
|
1
|
3
|
5
|
Treasure:
|
None |
None |
None |
Alignment:
|
Usually neutral |
Usually neutral |
Usually neutral |
Advancement:
|
3 HD (Small) |
5-7 HD (Medium) |
9-15 HD (Large) |
Level Adjustment:
|
- |
- |
- |
|
Earth Elemental, Huge
|
Earth Elemental, Greater
|
Earth Elemental, Elder
|
|
Huge Elemental (Earth, Extraplanar) |
Huge Elemental (Earth, Extraplanar) |
Huge Elemental (Earth, Extraplanar) |
Hit Dice:
|
16d8+80 (152 hp) |
21d8+105 (199 hp) |
24d8+120 (228 hp) |
Initiative:
|
-1 |
-1 |
-1 |
Speed:
|
30 ft. (6 squares) |
30 ft. (6 squares) |
30 ft. (6 squares) |
Armor Class:
|
18 (-2 size, -1 Dex, +11 natural), touch 7, flat-footed 18 |
20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20 |
22 (-2 size, -1 Dex, +15 natural), touch 7, flat-footed 22 |
Base Attack/Grapple:
|
+12/+29 |
+15/+33 |
+18/+37 |
Attack:
|
Slam +19 melee (2d10+9) |
Slam +23 melee (2d10+10) |
Slam +27 melee (2d10+11/19-20) |
Full Attack:
|
2 slams +19 melee (2d10+9) |
2 slams +23 melee (2d10+10) 2 |
slams +27 melee (2d10+11/19-20) |
Space/Reach:
|
15 ft./15 ft. |
15 ft./15 ft. |
15 ft./15 ft. |
Special Attacks:
|
Earth mastery, push |
Earth mastery, push |
Earth mastery, push |
Special Qualities:
|
Damage reduction 5/-, earth glide, darkvision 60 ft., elemental traits |
Damage reduction 10/-, earth glide, darkvision 60 ft., elemental traits |
Damage reduction 10/-, earth glide, darkvision 60 ft., elemental traits |
Saves:
|
Fort +15, Ref +4, Will +7 |
Fort +17, Ref +6, Will +9 |
Fort +19, Ref +7, Will +10 |
Abilities:
|
Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11 |
Str 31, Dex 8, Con 21, Int 8, Wis 11, Cha 11 |
Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11 |
Skills:
|
Listen +10, Spot +9 |
Listen +14, Spot +14 |
Listen +29, Spot +29 |
Feats:
|
Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack |
Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack |
Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack |
Environment:
|
Elemental Plane of Earth
|
Elemental Plane of Earth
|
Elemental Plane of Earth
|
Organization:
|
Solitary |
Solitary |
Solitary |
Challenge Rating:
|
7
|
9
|
11
|
Treasure:
|
None |
None |
None |
Alignment:
|
Usually neutral |
Usually neutral |
Usually neutral |
Advancement:
|
17-20 HD (Huge) |
22-23 HD (Huge) |
25-48 HD (Huge) |
Level Adjustment:
|
- |
- |
- |
Though an
earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as
humans walk on the earth's surface. It cannot
swim, however, and must either walk around a body of water or go through the ground under it. An
earth elemental can move along the bottom of a body of water but prefers not to.
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.
Earth Elemental Sizes
|
Elemental
|
Height
|
Weight
|
Elemental
|
Height
|
Weight
|
Small |
4 ft. |
80 lb. |
Huge |
32 ft. |
48,000 lb. |
Medium |
8 ft. |
750 lb. |
Greater |
36 ft. |
54,000 lb. |
Large |
16 ft. |
6,000 lb. |
Elder |
40 ft. |
60,000 lb. |
|
Fire Elemental, Small
|
Fire Elemental, Medium
|
Fire Elemental, Large
|
|
Small Elemental (Fire, Extraplanar) |
Medium Elemental (Fire, Extraplanar) |
Large Elemental (Fire, Extraplanar) |
Hit Dice:
|
2d8 (9 hp) |
4d8+8 (26 hp) |
8d8+24 (60 hp) |
Initiative:
|
+5 |
+7 |
+9 |
Speed:
|
50 ft. (10 squares) |
50 ft. (10 squares) |
50 ft. (10 squares) |
Armor Class:
|
15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14 |
16 (+3 Dex, +3 natural), touch 13, flat-footed 13 |
18 (-1 size, +5 Dex, +4 natural), touch 14, flat-footed 13 |
Base Attack/Grapple:
|
+1/-3 |
+3/+4 |
+6/+12 |
Attack:
|
Slam +3 melee (1d4 plus 1d4 fire) |
Slam +6 melee (1d6+1 plus 1d6 fire) |
Slam +10 melee (2d6+2 plus 2d6 fire) |
Full Attack:
|
Slam +3 melee (1d4 plus 1d4 fire) |
Slam +6 melee (1d6+1 plus 1d6 fire) |
2 slams +10 melee (2d6+2 plus 2d6 fire) |
Space/Reach:
|
5 ft./5 ft. |
5 ft./5 ft. |
10 ft./10 ft. |
Special Attacks:
|
Burn
|
Burn
|
Burn
|
Special Qualities:
|
Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold |
Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold |
Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold |
Saves:
|
Fort +0, Ref +4, Will +0 |
Fort +3, Ref +7, Will +1 |
Fort +5, Ref +11, Will +2 |
Abilities:
|
Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11 |
Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11 |
Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11 |
Skills:
|
Listen +2, Spot +3 |
Listen +3, Spot +4 |
Listen +5, Spot +6 |
Feats:
|
Dodge, Improved InitiativeB, Weapon FinesseB |
Dodge, Improved InitiativeB, Mobility, Weapon FinesseB
|
Dodge, Improved Initiative B,Mobility, Spring Attack, Weapon FinesseB
|
Environment:
|
Elemental Plane of Fire
|
Elemental Plane of Fire
|
Elemental Plane of Fire
|
Organization:
|
Solitary |
Solitary |
Solitary |
Challenge Rating:
|
1
|
3
|
5
|
Treasure:
|
None |
None |
None |
Alignment:
|
Usually neutral |
Usually neutral |
Usually neutral |
Advancement:
|
3 HD (Small) |
5-7 HD (Medium) |
9-15 HD (Large) |
Level Adjustment:
|
- |
- |
- |
|
Fire Elemental, Huge
|
Fire Elemental, Greater
|
Fire Elemental, Elder
|
|
Huge Elemental (Fire, Extraplanar) |
Huge Elemental (Fire, Extraplanar) |
Huge Elemental (Fire, Extraplanar) |
Hit Dice:
|
16d8+64 (136 hp) |
21d8+84 (178 hp) |
24d8+96 (204 hp) |
Initiative:
|
+11 |
+12 |
+13 |
Speed:
|
60 ft. (12 squares) |
60 ft. (12 squares) |
60 ft. (12 squares) |
Armor Class:
|
19 (-2 size, +7 Dex, +4 natural), touch 15, flat-footed 12 |
24 (-2 size, +8 Dex, +8 natural), touch 16, flat-footed 16 |
25 (-2 size, +9 Dex, +8 natural), touch 17, flat-footed 16 |
Base Attack/Grapple:
|
+12/+24 |
+15/+28 |
+18/+32 |
Attack:
|
Slam +17 melee (2d8+4 plus 2d8 fire) |
Slam +22 melee (2d8+5 plus 2d8 fire) |
Slam +26 melee (2d8+6 plus 2d8 fire) |
Full Attack:
|
2 slams +17 melee (2d8+4 plus 2d8 fire) |
2 slams +22 melee (2d8+5 plus 2d8 fire) |
2 slams +26 melee (2d8+6 plus 2d8 fire) |
Space/Reach:
|
15 ft./15 ft. |
15 ft./15 ft. |
15 ft./15 ft. |
Special Attacks:
|
Burn
|
Burn
|
Burn
|
Special Qualities:
|
Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold |
Damage reduction 10/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold |
Damage reduction 10/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold |
Saves:
|
Fort +9, Ref +17, Will +7 |
Fort +11, Ref +20, Will +9 |
Fort +14, Ref +23, Will +10 |
Abilities:
|
Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11 |
Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11 |
Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11 |
Skills:
|
Listen +11, Spot +12 |
Listen +14, Spot +14 |
Listen +28, Spot +29 |
Feats:
|
Alertness, Combat Reflexes, Dodge, Improved Initiative B, Iron Will, Mobility, Spring Attack, Weapon FinesseB |
Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative B, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam) |
Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative B, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam) |
Environment:
|
Elemental Plane of Fire
|
Elemental Plane of Fire
|
Elemental Plane of Fire
|
Organization:
|
Solitary |
Solitary |
Solitary |
Challenge Rating:
|
7
|
9
|
11
|
Treasure:
|
None |
None |
None |
Alignment:
|
Usually neutral |
Usually neutral |
Usually neutral |
Advancement:
|
17-20 HD (Huge) |
22-23 HD (Huge) |
25-48 HD (Huge) |
Level Adjustment:
|
- |
- |
- |
A
fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the
fire elemental can step or
jump over it.
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.
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.
Fire Elemental Sizes
|
Elemental
|
Height
|
Weight
|
Burn Save DC
|
Small |
4 ft.
|
1 lb.
|
11
|
Medium |
8 ft.
|
2 lb.
|
14
|
Large |
16 ft.
|
4 lb.
|
17
|
Huge |
32 ft.
|
8 lb.
|
22
|
Greater |
36 ft.
|
10 lb.
|
24
|
Elder |
40 ft.
|
12 lb.
|
26
|
|
Water Elemental, Small
|
Water Elemental, Medium
|
Water Elemental, Large
|
|
Small Elemental (Water, Extraplanar) |
Medium Elemental (Water, Extraplanar) |
Large Elemental (Water, Extraplanar) |
Hit Dice:
|
2d8+2 (11 hp) |
4d8+12 (30 hp) |
8d8+32 (68 hp) |
Initiative:
|
+0 |
+1 |
+2 |
Speed:
|
20 ft. (4 squares), swim 90 ft. |
20 ft. (4 squares), swim 90 ft. |
20 ft. (4 squares), swim 90 ft. |
Armor Class:
|
17 (+1 size, +6 natural), touch 11, flat-footed 17 |
19 (+1 Dex, +8 natural), touch 11, flat-footed 18 |
20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18 |
Base Attack/Grapple:
|
+1/-1 |
+3/+6 |
+6/+15 |
Attack:
|
Slam +4 melee (1d6+3) |
Slam +6 melee (1d8+4) |
Slam +10 melee (2d8+5) |
Full Attack:
|
Slam +4 melee (1d6+3) |
Slam +6 melee (1d8+4) |
2 slams +10 melee (2d8+5) |
Space/Reach:
|
5 ft./5 ft. |
5 ft./5 ft. |
10 ft./10 ft. |
Special Attacks:
|
Water mastery, drench, vortex |
Water mastery, drench, vortex |
Water mastery, drench, vortex |
Special Qualities:
|
Darkvision 60 ft., elemental traits |
Darkvision 60 ft., elemental traits |
Damage reduction 5/-, darkvision 60 ft., elemental traits |
Saves:
|
Fort +4, Ref +0, Will +0 |
Fort +7, Ref +2, Will +1 |
Fort +10, Ref +4, Will +2 |
Abilities:
|
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11 |
Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11 |
Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11 |
Skills:
|
Listen +2, Spot +3 |
Listen +3, Spot +4 |
Listen +5, Spot +6 |
Feats:
|
Power Attack
|
Cleave, Power Attack |
Cleave, Great Cleave, Power Attack |
Environment:
|
Elemental Plane of Water
|
Elemental Plane of Water
|
Elemental Plane of Water
|
Organization:
|
Solitary |
Solitary |
Solitary |
Challenge Rating:
|
1
|
3
|
5
|
Treasure:
|
None |
None |
None |
Alignment:
|
Usually neutral |
Usually neutral |
Usually neutral |
Advancement:
|
3 HD (Small) |
5-7 HD (Medium) |
9-15 HD (Large) |
Level Adjustment:
|
- |
- |
- |
|
Water Elemental, Huge
|
Water Elemental, Greater
|
Water Elemental, Elder
|
|
Huge Elemental (Water, Extraplanar) |
Huge Elemental (Water, Extraplanar) |
Huge Elemental (Water, Extraplanar) |
Hit Dice:
|
16d8+80 (152 hp) |
21d8+105 (199 hp) |
24d8+120 (228 hp) |
Initiative:
|
+4 |
+5 |
+6 |
Speed:
|
30 ft. (6 squares), swim 120 ft. |
30 ft. (6 squares), swim 120 ft. |
30 ft. (6 squares), swim 120 ft. |
Armor Class:
|
21 (-2 size, +4 Dex, +9 natural), touch 12, flat-footed 17 |
22 (-2 size, +5 Dex, +9 natural), touch 13, flat-footed 17 |
23 (-2 size, +6 Dex, +9 natural), touch 14, flat-footed 17 |
Base Attack/Grapple:
|
+12/+27 |
+15/+31 |
+18/+35 |
Attack:
|
Slam +17 melee (2d10+7) |
Slam +21 melee (2d10+8) |
Slam +25 melee (2d10+9/19-20) |
Full Attack:
|
2 slams +17 melee (2d10+7) |
2 slams +21 melee (2d10+8) |
2 slams +25 melee (2d10+9/19-20) |
Space/Reach:
|
15 ft./15 ft. |
15 ft./15 ft. |
15 ft./15 ft. |
Special Attacks:
|
Water mastery, drench, vortex |
Water mastery, drench, vortex |
Water mastery, drench, vortex |
Special Qualities:
|
Damage reduction 5/-, darkvision 60 ft., elemental traits |
Damage reduction 10/-, darkvision 60 ft., elemental traits |
Damage reduction 10/-, darkvision 60 ft., elemental traits |
Saves:
|
Fort +15, Ref +9, Will +7 |
Fort +17, Ref +14, Will +9 |
Fort +19, Ref +16, Will +10 |
Abilities:
|
Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11 |
Str 26, Dex 20, Con 21, Int 8, Wis 11, Cha 11 |
Str 28, Dex 22, Con 21, Int 10, Wis 11, Cha 11 |
Skills:
|
Listen +11, Spot +12 |
Listen +14, Spot +14 |
Listen +29, Spot +29 |
Feats:
|
Alertness, Cleave, Great Cleave, Power Attack, Improved Bull Rush, Iron Will |
Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack |
Alertness, Cleave, Great Cleave, Improved Critical (slam), Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack |
Environment:
|
Elemental Plane of Water
|
Elemental Plane of Water
|
Elemental Plane of Water
|
Organization:
|
Solitary |
Solitary |
Solitary |
Challenge Rating:
|
7
|
9
|
11
|
Treasure:
|
None |
None |
None |
Alignment:
|
Usually neutral |
Usually neutral |
Usually neutral |
Advancement:
|
17-20 HD (Huge) |
22-23 HD (Huge) |
25-48 HD (Huge) |
Level Adjustment:
|
- |
- |
- |
A
water elemental can't venture more than 180 feet from the body of water from which it was conjured.
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.
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.
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.
Water Elemental Sizes
|
|
|
|
------- Vortex -------
|
Elemental
|
Height
|
Weight
|
Save DC
|
Damage
|
Height
|
Small |
4 ft.
|
34 lb.
|
13
|
1d4
|
10-20 ft.
|
Medium |
8 ft.
|
280 lb.
|
15
|
1d6
|
10-30 ft.
|
Large |
16 ft.
|
2,250 lb.
|
19
|
2d6
|
10-40 ft.
|
Huge |
32 ft.
|
18,000 lb.
|
25
|
2d8
|
10-50 ft.
|
Greater |
36 ft.
|
21,000 lb.
|
28
|
2d8
|
10-60 ft.
|
Elder |
40 ft.
|
24,000 lb.
|
31
|
2d8
|
10-60 ft.
|
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