Old World» Elementals

Elementals are incarnations of the elements that compose existence. They are as wild and dangerous as the forces that birthed them.

Elementals

Elementals may be summoned via spells such as summon monster or summon nature’s ally. These spells call formless elemental spirits from their home realms into the mortal world, and force these spirits to animate local elemental matter. (Legends speak of certain remote places in the world where the influence of the elemental realms is strong enough that such spirits manifest of their own accord, causing elementals to form without the aid of a summoning spell.)

The creation of golems is said to involve the conjuring and binding of an elemental spirit.

Racial traits

All elementals have the following traits:

Air elemental

This creature appears to be an amorphous, shifting cloud surrounded by fast-moving currents of air. Darker bits of twirling vapor form the suggestion of two eyes and a mouth, but this could be a trick of the swirling air.

Air elementals are among the swiftest and most agile creatures in existence.

Air elementals speak Auran, though they rarely choose to do so. The voice of an air elemental sounds like the high-pitched screech of a tornado or the low moan of a midnight storm.

An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater.

Combat

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

Air elemental

Languages Auran

Ecology

Environment Elemental Plane of Air

Organization solitary, pair, or gang (1d6+2)

Special Abilities

Air Mastery (Ex)

Airborne creatures take a −1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su)

An air elemental can transform itself into a whirlwind and remain in that form for up to 1 round for every 2 HD it has. The elemental can continue to fly at its normal fly speed while in whirlwind form.

The whirlwind is always 5 feet wide at its base, but its maximum height and width at the top depends on the elemental’s hit dice. A whirlwind’s width at its peak is always equal to half of its height. The elemental controls the exact height, but it must be at least 10 feet high.

The elemental’s 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 whirlwind moves into or through a creature’s space. An air elemental in whirlwind form cannot make its normal attacks and does not threaten the area around it.

Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind 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 damage as if it were hit by the elemental’s slam attack. 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 save DCs for these effects are Strength-based.

Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + 2 × 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 whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.

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. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + 2 × spell level) to cast a spell.

Small air elemental

A Small air elemental is 4 ft. tall and weighs 1 lb.

Small air elementals can be summoned with the summon monster II spell or the summon nature’s ally II spell.

Small air elemental

Small elemental (air, extraplanar)

Init +7; Senses darkvision; Perception +4

Defense

AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)

hp 11 (2d8+2)

Fort +4, Ref +6, Will +0

Defenses air mastery, elemental traits

Offense

Speed fly 100 ft. (perfect)

Melee slam +6 (1d4+1)

Space 5 ft.; Reach 5 ft.

Special Attacks whirlwind (Reflex DC 12; 10–20 ft. height)

Statistics

Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11

Base Atk +2; CMB +2; CMD 15 (can’t be tripped)

Feats Flyby Attack, Improved InitiativeB, Weapon FinesseB

Skills Acrobatics +7, Escape Artist +7, Fly +17, Perception +4, Stealth +11

Morale intrepid (+2)

Medium air elemental

A Medium air elemental is 8 ft. tall and weighs 2 lbs.

Medium air elementals can be summoned with the summon monster IV spell or the summon nature’s ally IV spell.

Medium air elemental

Medium elemental (air, extraplanar)

Init +9; Senses darkvision; Perception +5

Defense

AC 19, touch 16, flat-footed 13 (+5 Dex, +3 natural, +1 Dodge)

hp 26 (4d8+8)

Fort +6, Ref +9, Will +1

Defenses air mastery, elemental traits

Offense

Speed fly 100 ft. (perfect)

Melee slam +9 (1d6+3)

Space 5 ft.; Reach 5 ft.

Special Attacks whirlwind (Reflex DC 14; 10–30 ft. height)

Statistics

Str 14, Dex 21, Con 14, Int 4, Wis 11, Cha 11

Base Atk +4; CMB +6; CMD 22 (can’t be tripped)

Feats Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB

Skills Acrobatics +10, Escape Artist +10, Fly +18, Perception +5, Stealth +10

Morale intrepid (+2)

Large air elemental

A Large air elemental is 16 ft. tall and weighs 4 lbs.

Large air elementals can be summoned with the summon monster V spell or the summon nature’s ally V spell.

Large air elemental

Large elemental (air, extraplanar)

Init +11; Senses darkvision; Perception +6

Defense

AC 21, touch 17, flat-footed 13 (+7 Dex, +4 natural, −1 size, +1 Dodge)

hp 54 (6d8+27)

DR 5/—

Fort +8, Ref +12, Will +2

Defenses air mastery, elemental traits

Offense

Speed fly 100 ft. (perfect)

Melee 2 slams +12 (1d8+4)

Space 10 ft.; Reach 10 ft.

Special Attacks whirlwind (Reflex DC 17; 10–40 ft. height)

Statistics

Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11

Base Atk +6; CMB +11; CMD 29 (can’t be tripped)

Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB

Skills Acrobatics +13, Escape Artist +13, Fly +19, Perception +6, Stealth +9

Morale resolute (+4)

Huge air elemental

A Huge air elemental is 32 ft. tall and weighs 8 lbs.

Huge air elementals can be summoned with the summon monster VI spell or the summon nature’s ally VI spell.

Huge air elemental

Huge elemental (air, extraplanar)

Init +13; Senses darkvision; Perception +7

Defense

AC 22, touch 18, flat-footed 12 (+9 Dex, +4 natural, −2 size, +1 Dodge)

hp 100 (8d8+64)

DR 5/—

Fort +10, Ref +15, Will +4

Defenses air mastery, elemental traits

Offense

Speed fly 100 ft. (perfect)

Melee 2 slams +15 (2d6+6)

Space 15 ft.; Reach 15 ft.

Special Attacks whirlwind (Reflex DC 20; 10–50 ft. height)

Statistics

Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11

Base Atk +8; CMB +16; CMD 36 (can’t be tripped)

Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Weapon FinesseB

Skills Acrobatics +16, Escape Artist +16, Fly +20, Perception +7, Stealth +12

Morale resolute (+4)

Greater air elemental

A greater air elemental is 36 ft. tall and weighs 10 lbs.

Greater air elementals can be summoned with the summon monster VII spell or the summon nature’s ally VII spell.

Greater air elemental

Huge elemental (air, extraplanar)

Init +14; Senses darkvision; Perception +10

Defense

AC 25, touch 19, flat-footed 14 (+10 Dex, +6 natural, −2 size, +1 Dodge); Mobility

hp 125 (10d8+80)

DR 10/—

Fort +11, Ref +17, Will +5

Defenses air mastery, elemental traits

Offense

Speed fly 100 ft. (perfect)

Melee 2 slams +18 (2d8+7)

Space 15 ft.; Reach 15 ft.

Special Attacks whirlwind (Reflex DC 22; 10–60 ft. height)

Statistics

Str 24, Dex 31, Con 18, Int 8, Wis 11, Cha 11

Base Atk +10; CMB +16; CMD 40 (can’t be tripped)

Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Weapon FinesseB

Skills Acrobatics +18, Escape Artist +18, Fly +22, Perception +10, Stealth +14

Morale indomitable (+6)

Elder air elemental

An elder air elemental is 40 ft. tall and weighs 12 lbs.

Elder air elementals can be summoned with the summon monster VIII spell or the summon nature’s ally VIII spell.

Elder air elemental

Huge elemental (air, extraplanar)

Init +15; Senses darkvision; Perception +13

Defense

AC 28, touch 20, flat-footed 16 (+11 Dex, +8 natural, −2 size, +1 Dodge); Mobility

hp 150 (12d8+96)

DR 10/—

Fort +12, Ref +19, Will +6

Defenses air mastery, elemental traits

Offense

Speed fly 100 ft. (perfect)

Melee 2 slams +21 (2d8+9)

Space 15 ft.; Reach 15 ft.

Special Attacks whirlwind (Reflex DC 25; 10–60 ft. height)

Statistics

Str 28, Dex 33, Con 18, Int 10, Wis 11, Cha 11

Base Atk +12; CMB +23; CMD 45 (can’t be tripped)

Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Weapon FinesseB

Skills Acrobatics +20, Escape Artist +20, Fly +24, Perception +13, Stealth +16

Morale indomitable (+6)

Earth elemental

Like a walking hill, the creature plods nearer on two featureless legs of rock and earth, its clublike arms of jagged stone swinging at its sides, and its featureless head staring blankly in your direction.

Earth elementals are immensely strong and tough. The larger ones can pound almost anything into rubble.

When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from.

Earth elementals speak Terran but rarely choose to do so. An earth elemental’s voice sounds like an echo in a deep tunnel, the rumbling of an earthquake, or the grinding of plates of stone.

Combat

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 elemental

Languages Terran

Ecology

Environment Elemental Plane of Earth

Organization solitary, pair, or gang (1d6+2)

Special Abilities

Earth Glide (Ex)

A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign 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 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 apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

Small earth elemental

A Small earth elemental is 4 ft. tall and weighs 80 lbs.

Small earth elementals can be summoned with the summon monster II spell or the summon nature’s ally II spell.

Small earth elemental

Small elemental (earth, extraplanar)

Init −1; Senses darkvision; Perception +4

Defense

AC 17, touch 10, flat-footed 17 (−1 Dex, +7 natural, +1 size)

hp 11 (2d8+2)

Fort +4, Ref −1, Will +3

Defenses elemental traits

Offense

Speed 20 ft., burrow 20 ft., earth glide

Melee slam +6 (1d6+4)

Space 5 ft.; Reach 5 ft.

Special Attacks earth mastery

Statistics

Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11

Base Atk +2; CMB +4; CMD 13

Feats Improved Bull RushB, Power Attack

Skills Appraise +1, Climb +7, Perception +4, Stealth +7

Morale intrepid (+2)

Medium earth elemental

A Medium earth elemental is 8 ft. tall and weighs 750 lbs.

Medium earth elementals can be summoned with the summon monster IV spell or the summon nature’s ally IV spell.

Medium earth elemental

Medium elemental (earth, extraplanar)

Init −1; Senses darkvision; Perception +5

Defense

AC 18, touch 9, flat-footed 18 (−1 Dex, +9 natural)

hp 30 (4d8+12)

Fort +7, Ref +0, Will +4

Defenses elemental traits

Offense

Speed 20 ft., burrow 20 ft., earth glide

Melee slam +9 (1d8+7)

Space 5 ft.; Reach 5 ft.

Special Attacks earth mastery

Statistics

Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11

Base Atk +4; CMB +4; CMD 18

Feats Cleave, Improved Bull RushB, Power Attack

Skills Appraise +2, Climb +10, Perception +5, Stealth +4

Morale intrepid (+2)

Large earth elemental

A Large earth elemental is 16 ft. tall and weighs 6,000 lbs.

Large earth elementals can be summoned with the summon monster V spell or the summon nature’s ally V spell.

Large earth elemental

Large elemental (earth, extraplanar)

Init −1; Senses darkvision; Perception +6

Defense

AC 18, touch 8, flat-footed 18 (−1 Dex, +10 natural, −1 size)

hp 54 (6d8+27)

DR 5/—

Fort +8, Ref +1, Will +5

Defenses elemental traits

Offense

Speed 20 ft., burrow 20 ft., earth glide

Melee 2 slams +12 (2d6+7)

Space 10 ft.; Reach 10 ft.

Special Attacks earth mastery

Statistics

Str 24, Dex 8, Con 17, Int 6, Wis 11, Cha 11

Base Atk +6; CMB +14; CMD 23

Feats Cleave, Improved Bull RushB, Improved Overrun, Power Attack

Skills Appraise +3, Climb +13, Perception +6, Stealth +1

Morale resolute (+4)

Huge earth elemental

A Huge earth elemental is 32 ft. tall and weighs 48,000 lbs.

Huge earth elementals can be summoned with the summon monster VI spell or the summon nature’s ally VI spell.

Huge earth elemental

Huge elemental (earth, extraplanar)

Init −1; Senses darkvision; Perception +7

Defense

AC 19, touch 7, flat-footed 19 (−1 Dex, +12 natural, −2 size)

hp 100 (8d8+64)

DR 5/—

Fort +10, Ref +1, Will +6

Defenses elemental traits

Offense

Speed 20 ft., burrow 20 ft., earth glide

Melee 2 slams +15 (2d8+9)

Space 15 ft.; Reach 15 ft.

Special Attacks earth mastery

Statistics

Str 28, Dex 8, Con 19, Int 6, Wis 11, Cha 11

Base Atk +8; CMB +19; CMD 28

Feats Awesome Blow, Cleave, Improved Bull RushB, Improved Overrun, Power Attack

Skills Appraise +4, Climb +16, Perception +7, Stealth +1

Morale resolute (+4)

Greater earth elemental

A greater earth elemental is 36 ft. tall and weighs 68,000 lbs.

Greater earth elementals can be summoned with the summon monster VII spell or the summon nature’s ally VII spell.

Greater earth elemental

Huge elemental (earth, extraplanar)

Init −1; Senses darkvision; Perception +10

Defense

AC 21, touch 7, flat-footed 21, (−1 Dex, +14 natural, −2 size)

hp 145 (10d8+100)

DR 10/—

Fort +12, Ref +2, Will +7

Defenses elemental traits

Offense

Speed 20 ft., burrow 20 ft., earth glide

Melee 2 slams +18 (2d10+10)

Space 15 ft.; Reach 15 ft.

Special Attacks earth mastery

Statistics

Str 30, Dex 8, Con 21, Int 8, Wis 11, Cha 11

Base Atk +10; CMB +22; CMD 31

Feats Awesome Blow, Cleave, Improved Bull RushB, Improved Overrun, Improved Sunder, Power Attack

Skills Appraise +5, Climb +18, Perception +10, Stealth +3

Morale indomitable (+6)

Elder earth elemental

An elder earth elemental is 40 ft. tall and weighs 94,000 lbs.

Elder earth elementals can be summoned with the summon monster VIII spell or the summon nature’s ally VIII spell.

Elder earth elemental

Huge elemental (earth, extraplanar)

Init −1; Senses darkvision; Perception +13

Defense

AC 23, touch 7, flat-footed 23 (−1 Dex, +16 natural, −2 size)

hp 174 (12d8+120)

DR 10/—

Fort +13, Ref +3, Will +8

Defenses elemental traits

Offense

Speed 20 ft., burrow 20 ft., earth glide

Melee 2 slams +22 (2d10+12/19–20)

Space 15 ft.; Reach 15 ft.

Special Attacks earth mastery

Statistics

Str 34, Dex 8, Con 21, Int 10, Wis 11, Cha 11

Base Atk +12; CMB +26; CMD 35

Feats Awesome Blow, Cleave, Improved Bull RushB, Improved Critical (slam), Improved Overrun, Improved Sunder, Power Attack

Skills Appraise +6, Climb +21, Perception +13, Stealth +5

Morale indomitable (+6)

Fire elemental

A mass of ambulatory flame races across the ground, seeming to flicker and spark from a central, humanoid-shaped conflagration. Like a living inferno, the fire-creature’s burning dance of heat and flame brings it ever closer.

Fire elementals are fast and agile. The merest touch from their fiery bodies is sufficient to set many materials aflame.

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.

Fire elementals speak Ignan, though they rarely choose to do so. When one speaks, its voice sounds like the crackle and hiss of a great 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.

Fire elemental

Languages Ignan

Ecology

Environment Elemental Plane of Fire

Organization solitary, pair, or gang (1d6+2)

Special Abilities

Burn (Ex)

A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. The save DCs for these effects are Constitution-based.

Small fire elemental

A Small fire elemental is 4 ft. tall and weighs 1 lb.

Small fire elementals can be summoned with the summon monster II spell or the summon nature’s ally II spell.

Small fire elemental

Small elemental (extraplanar, fire)

Init +5; Senses darkvision; Perception +4

Defense

AC 16, touch 13, flat-footed 14 (+1 Dex, +3 natural, +1 size, +1 Dodge)

hp 9 (2d8)

Fort +3, Ref +4, Will +0

Immune fire

Vulnerable cold

Defenses burn (1d4, DC 11), elemental traits

Offense

Speed 50 ft.

Melee slam +4 (1d4 plus 1d4 fire and burn, DC 11)

Space 5 ft.; Reach 5 ft.

Statistics

Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11

Base Atk +2; CMB +1; CMD 13 (can’t be tripped)

Feats Dodge, Improved InitiativeB, Weapon FinesseB

Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Perception +4

Morale intrepid (+2)

Medium fire elemental

A Medium fire elemental is 8 ft. tall and weighs 2 lbs.

Medium fire elementals can be summoned with the summon monster IV spell or the summon nature’s ally IV spell.

Medium fire elemental

Medium elemental (extraplanar, fire)

Init +7; Senses darkvision; Perception +5

Defense

AC 17, touch 14, flat-footed 13 (+3 Dex, +3 natural, +1 Dodge); Mobility

hp 26 (4d8+8)

Fort +6, Ref +7, Will +1

Immune fire

Vulnerable cold

Defenses burn (1d6, DC 14), elemental traits

Offense

Speed 50 ft.

Melee slam +7 (1d6+1 plus 1d6 fire and burn, DC 14)

Space 5 ft.; Reach 5 ft.

Statistics

Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11

Base Atk +4; CMB +5; CMD 19 (can’t be tripped)

Feats Dodge, Improved InitiativeB, Mobility, Weapon FinesseB

Skills Acrobatics +8, Climb +6, Escape Artist +8, Intimidate +5, Perception +5

Morale intrepid (+2)

Large fire elemental

A Large fire elemental is 16 ft. tall and weighs 4 lbs.

Large fire elementals can be summoned with the summon monster V spell or the summon nature’s ally V spell.

Large fire elemental

Large elemental (extraplanar, fire)

Init +9; Senses darkvision; Perception +6

Defense

AC 19, touch 15, flat-footed 13 (+5 Dex, +4 natural, −1 size, +1 Dodge); Mobility

hp 45 (6d8+18)

DR 5/—

Fort +7, Ref +10, Will +2

Immune fire

Vulnerable cold

Defenses burn (1d8, DC 15), elemental traits

Offense

Speed 50 ft.

Melee 2 slams +10 (1d8+2 plus 1d8 fire and burn, DC 15)

Space 10 ft.; Reach 10 ft.

Statistics

Str 14, Dex 21, Con 14, Int 6, Wis 11, Cha 11

Base Atk +6; CMB +9; CMD 25 (can’t be tripped)

Feats Dodge, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB

Skills Acrobatics +11, Climb +8, Escape Artist +11, Intimidate +6, Perception +6

Morale resolute (+4)

Huge fire elemental

A Huge fire elemental is 32 ft. tall and weighs 8 lbs.

Huge fire elementals can be summoned with the summon monster VI spell or the summon nature’s ally VI spell.

Huge fire elemental

Huge elemental (extraplanar, fire)

Init +11; Senses darkvision; Perception +7

Defense

AC 21, touch 16, flat-footed 13 (+7 Dex, +5 natural, −2 size, +1 Dodge); Mobility

hp 84 (8d8+48)

DR 5/—

Fort +9, Ref +11, Will +2

Immune fire

Vulnerable cold

Defenses burn (2d6, DC 17), elemental traits

Offense

Speed 50 ft.

Melee 2 slams +13 (2d6+4 plus 2d6 fire and burn, DC 17)

Space 15 ft.; Reach 15 ft.

Statistics

Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11

Base Atk +8; CMB +14; CMD 32 (can’t be tripped)

Feats Combat Reflexes, Dodge, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB

Skills Acrobatics +14, Climb +11, Escape Artist +14, Intimidate +7, Perception +7

Morale resolute (+4)

Greater fire elemental

A greater fire elemental is 36 ft. tall and weighs 10 lbs.

Greater fire elementals can be summoned with the summon monster VII spell or the summon nature’s ally VII spell.

Greater fire elemental

Huge elemental (extraplanar, fire)

Init +12; Senses darkvision; Perception +10

Defense

AC 23, touch 17, flat-footed 14 (+8 Dex, +6 natural, −2 size, +1 Dodge); Mobility

hp 125 (10d8+80)

DR 10/—

Fort +11, Ref +15, Will +5

Immune fire

Vulnerable cold

Defenses burn (2d8, DC 19), elemental traits

Offense

Speed 50 ft.

Melee 2 slams +16 (2d8+7 plus 2d8 fire and burn, DC 19)

Space 15 ft.; Reach 15 ft.

Statistics

Str 24, Dex 27, Con 18, Int 8, Wis 11, Cha 11

Base Atk +10; CMB +19; CMD 38 (can’t be tripped)

Feats Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB

Skills Acrobatics +16, Climb +15, Escape Artist +16, Intimidate +8, Perception +10

Morale indomitable (+6)

Elder fire elemental

An elder fire elemental is 40 ft. tall and weighs 12 lbs.

Elder fire elementals can be summoned with the summon monster VIII spell or the summon nature’s ally VIII spell.

Elder fire elemental

Huge elemental (extraplanar, fire)

Init +13; Senses darkvision; Perception +13

Defense

AC 26, touch 18, flat-footed 16 (+9 Dex, +8 natural, −2 size, +1 Dodge); Mobility

hp 150 (12d8+96)

DR 10/—

Fort +12, Ref +17, Will +6

Immune fire

Vulnerable cold

Defenses burn (2d8, DC 20), elemental traits

Offense

Speed 50 ft.

Melee 2 slams +19 (2d8+8 plus 2d8 fire and burn, DC 20)

Space 15 ft.; Reach 15 ft.

Statistics

Str 26, Dex 29, Con 18, Int 10, Wis 11, Cha 11

Base Atk +12; CMB +22; CMD 42 (can’t be tripped)

Feats Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB

Skills Acrobatics +18, Climb +17, Escape Artist +18, Intimidate +9, Perception +13

Morale indomitable (+6)

Water elemental

A vortex of water rolls across the ground, though it never seems to crash or lose its shape. The waves cascade and storm around a central, humanoid- shaped whirlpool, with watery appendages that pound with the force of an ocean storm.

A water elemental can be as ferocious and powerful as a stormy sea.

A water elemental can’t venture more than 180 feet from the body of water from which it was conjured.

Water elementals speak Aquan but rarely choose to do so. When one speaks, its voice sounds like the crashing of waves on a rocky shore or the howls of an ocean gale.

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.

Water elemental

Languages Aquan

Ecology

Environment Elemental Plane of Water

Organization solitary, pair, or gang (1d6+2)

Special Abilities

Drench (Ex)

The elemental’s touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).

Vortex (Su)

A water elemental can create a whirlpool as a standard action, at will. This ability functions like an air elemental’s whirlwind ability, but can only form underwater and cannot leave the water.

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 apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

Small water elemental

A Small water elemental is 4 ft. tall and weighs 34 lbs.

Small water elementals can be summoned with the summon monster II spell or the summon nature’s ally II spell.

Small water elemental

Small elemental (extraplanar, water)

Init +0; Senses darkvision; Perception +4

Defense

AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)

hp 11 (2d8+2)

Fort +4, Ref +3, Will +0

Defenses elemental traits

Offense

Speed 20 ft., swim 90 ft.

Melee slam +5 (1d6+3)

Space 5 ft.; Reach 5 ft.

Special Attacks drench, vortex (Reflex DC 13; 10–20 ft. height), water mastery

Statistics

Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11

Base Atk +2; CMB +3; CMD 13 (can’t be tripped)

Feats Power Attack

Skills Acrobatics +4, Escape Artist +4, Perception +4, Stealth +8, Swim +14

Morale intrepid (+2)

Medium water elemental

A Medium water elemental is 8 ft. tall and weighs 280 lbs.

Medium water elementals can be summoned with the summon monster IV spell or the summon nature’s ally IV spell.

Medium water elemental

Medium elemental (extraplanar, water)

Init +1; Senses darkvision; Perception +5

Defense

AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)

hp 26 (4d8+8)

Fort +6, Ref +5, Will +1

Defenses elemental traits

Offense

Speed 20 ft., swim 90 ft.

Melee slam +7 (1d8+4)

Space 5 ft.; Reach 5 ft.

Special Attacks drench, vortex (Reflex DC 15; 10–30 ft. height), water mastery

Statistics

Str 16, Dex 12, Con 15, Int 4, Wis 11, Cha 11

Base Atk +4; CMB +7; CMD 18 (can’t be tripped)

Feats Cleave, Power Attack

Skills Acrobatics +6, Escape Artist +6, Perception +5, Stealth +6, Swim +16

Morale intrepid (+2)

Large water elemental

A Large water elemental is 16 ft. tall and weighs 2,250 lbs.

Large water elementals can be summoned with the summon monster V spell or the summon nature’s ally V spell.

Large water elemental

Large elemental (extraplanar, water)

Init +2; Senses darkvision; Perception +6

Defense

AC 18, touch 12, flat-footed 15 (+2 Dex, +6 natural, −1 size, +1 Dodge)

hp 54 (6d8+27)

DR 5/—

Fort +8, Ref +7, Will +2

Defenses elemental traits

Offense

Speed 20 ft., swim 90 ft.

Melee 2 slams +10 (1d8+5)

Space 10 ft.; Reach 10 ft.

Special Attacks drench, vortex (Reflex DC 18; 10–40 ft. height), water mastery

Statistics

Str 20, Dex 14, Con 17, Int 6, Wis 11, Cha 11

Base Atk +6; CMB +12; CMD 25 (can’t be tripped)

Feats Cleave, Dodge, Power Attack

Skills Acrobatics +8, Escape Artist +8, Perception +6, Stealth +4, Swim +19

Morale resolute (+4)

Huge water elemental

A Huge water elemental is 32 ft. tall and weighs 18,000 lbs.

Huge water elementals can be summoned with the summon monster VI spell or the summon nature’s ally VI spell.

Huge water elemental

Huge elemental (extraplanar, water)

Init +4; Senses darkvision; Perception +7

Defense

AC 21, touch 13, flat-footed 16 (+4 Dex, +8 natural, −2 size, +1 Dodge)

hp 100 (8d8+64)

DR 5/—

Fort +10, Ref +10, Will +3

Defenses elemental traits

Offense

Speed 20 ft., swim 90 ft.

Melee 2 slams +13 (2d6+7)

Space 15 ft.; Reach 15 ft.

Special Attacks drench, vortex (Reflex DC 21; 10–50 ft. height), water mastery

Statistics

Str 24, Dex 18, Con 19, Int 6, Wis 11, Cha 11

Base Atk +8; CMB +17; CMD 32 (can’t be tripped)

Feats Cleave, Dodge, Improved Bull Rush, Power Attack

Skills Acrobatics +11, Escape Artist +11, Perception +7, Stealth +3, Swim +22

Morale resolute (+4)

Greater water elemental

A greater water elemental is 36 ft. tall and weighs 24,000 lbs.

Greater water elementals can be summoned with the summon monster VII spell or the summon nature’s ally VII spell.

Greater water elemental

Huge elemental (extraplanar, water)

Init +5; Senses darkvision; Perception +10

Defense

AC 23, touch 14, flat-footed 17 (+5 Dex, +9 natural, −2 size, +1 Dodge)

hp 125 (10d8+80)

DR 10/—

Fort +11, Ref +12, Will +5

Defenses elemental traits

Offense

Speed 20 ft., swim 90 ft.

Melee 2 slams +17 (2d8+9)

Space 15 ft.; Reach 15 ft.

Special Attacks drench, vortex (Reflex DC 24; 10–60 ft. height), water mastery

Statistics

Str 28, Dex 20, Con 19, Int 8, Wis 11, Cha 11

Base Atk +10; CMB +21; CMD 37 (can’t be tripped)

Feats Cleave, Dodge, Improved Bull Rush, Iron Will, Power Attack

Skills Acrobatics +13, Escape Artist +13, Perception +10, Stealth +5, Swim +25

Morale indomitable (+6)

Elder water elemental

An elder water elemental is 40 ft. tall and weighs 36,000 lbs.

Elder water elementals can be summoned with the summon monster VIII spell or the summon nature’s ally VIII spell.

Elder water elemental

Huge elemental (extraplanar, water)

Init +6; Senses darkvision; Perception +13

Defense

AC 24, touch 15, flat-footed 17 (+6 Dex, +9 natural, −2 size, +1 Dodge)

hp 150 (12d8+96)

DR 10/—

Fort +12, Ref +14, Will +6

Defenses elemental traits

Offense

Speed 20 ft., swim 90 ft.

Melee 2 slams +20 (2d10+10)

Space 15 ft.; Reach 15 ft.

Special Attacks drench, vortex (Reflex DC 26; 10–60 ft. height), water mastery

Statistics

Str 30, Dex 22, Con 19, Int 10, Wis 11, Cha 11

Base Atk +12; CMB +24; CMD 41 (can’t be tripped)

Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Iron Will, Power Attack

Skills Acrobatics +14, Escape Artist +15, Perception +13, Stealth +7, Swim +27

Morale indomitable (+6)