rferries
2019-02-05, 09:00 PM
Elementals are extraplanar spirits - they may not be talkative, but they should have alien intellects and natures rather than being dumb brutes. A fire elemental certainly shouldn't have a physical body - it makes more sense as an incorporeal creature if anything. This revision will take a look at the four classical elementals.
[Elemental] Subtype & Traits
Certain outsiders embody one of the four classical elements (air, earth, fire, and water), just as celestials and fiends embody the powers of good and evil. These elemental outsiders possess the [Elemental] subtype.
A creature with the [Elemental] subtype always possess one of the elemental subtypes ([Air], [Earth], [Fire], or [Water]), as well as the following traits (unless otherwise noted in the creature's entry):
Amorphous (Ex)
An [Elemental] creature is composed of an animate mass of elemental material (soil, water, wind, flames, sand, metal, etc.) and has no true physiology. It is not subject nonmagical disease, poison, fatigue, ability damage, or nonlethal damage. It is immune to critical hits and cannot be flanked.
[Swarm] Attack (Ex)
Any creature in an [Elemental]'s space is subject to a swarm attack (http://www.d20srd.org/srd/typesSubtypes.htm#swarmSubtype) from the swirling mass of animate matter or energy that makes up the creature's body. An elemental cannot make physical attacks other than swarm attacks against a creature sharing its space.
Unearthly Grace (Su)
An [Elemental] adds its Charisma bonus as a resistance bonus on its saves and as a deflection bonus to its Armour Class.
[Earth] Subtype
This subtype is usually applied to outsiders native to [Earth]-dominant planes. These outsiders usually possess the [Elemental] subtype as well, though exceptions exist (e.g. the non-[Elemental] dao genies). [Earth] creatures always have burrow speeds, and may burrow through rock and metal as easily as soil and sand. While burrowing they may choose to leave passages for non-burrowing creatures to follow, or to leave the ground completely undisturbed by their passage.
ELEMENTAL, EARTHLARGE OUTSIDER ([Earth], [Elemental], [Extraplanar])
Hit Dice: 12d8+60 (114 hp)
Initiative: +1
Speed: 20 ft. (4 squares), burrow 100 ft.
Armor Class: 25 (+3 deflection, +1 Dex, +12 natural, -1 size), touch 13, flat-footed 24
Base Attack/Grapple: +12/+26
Attack: Slam +21 melee (1d6+10) or rock +15 ranged (1d6+10) or swarm attack (3d6)
Full Attack: 3 slams +21 melee (1d6+10 melee) or 3 rocks +12 ranged (1d6+10) or swarm attack (3d6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Earthquake, entomb, spell-like abilities, swarm attack
Special Qualities: Darkvision 60 ft, [Elemental] traits, fast healing 10, hardness 8, outsider traits, tremorsense 120 ft.
Saves: Fort +18, Ref +12, Will +14
Abilities: Str 30, Dex 12, Con 20, Int 12, Wis 16, Cha 16
Skills: Diplomacy +5, Knowledge (arcana, dungeoneering, geography, nature, religion, the planes) +16, Listen +18, Sense Motive +18, Spellcraft +18, Survival +1 (+3 aboveground natural, avoid hazards, underground, or other planes)
Feats: Awesome Blow, Cleave, Great Fortitude, Improved Bull Rush, Power Attack
Environment: An [Earth]-dominant plane
Organization: Solitary
Challenge Rating: 12
Treasure: Triple standard
Alignment: Usually lawful neutral
Advancement: 13-15 HD (Large), 16-19 HD (Huge), 20-23 HD (Gargantuan), 24-27 HD (Colossal)
Level Adjustment: +2
The creature is a rough-hewn mass of rock and soil with gleaming gemstone "eyes". Psudopods like massive clubs lash out from the creature.
Earth elementals are relatively benign creatures, as strong and wise as the earth itself. Although terrible to behold in battle, they are generally slow to anger and dangerous only if provoked. Furthermore, they have knowledge of the secret places and hidden treasures of the world - dwarves in particular revere and conjure them for this purpose.
Earth elementals speak Dwarven, Sylvan, Terran, and Undercommon with rumbling voices as loud as earthquakes. However, they are taciturn even compared to other types of elementals.
Combat
An earth elemental hurls boulders at airborne foes and crushes melee opponents with mighty blows. Although slow aboveground, it can swiftly and effortlessly merge into the ground to travel at great speed - often emerging to entomb unwary foes within its body, before depositing them underground. Finally, it can use its spell-like abilities to manipulate the battlefield to suit its desires (or those of its summoner).
An earth elemental's natural weapons, as well as its swarm attack and any weapons it wields, are treated as magic weapons.
Earthquake (Su)
As a standard action an earth elemental may create an earthquake, as the spell (caster level 13th or the elemental's character level, whichever is greater). An elemental may only use this ability once every 1d4 rounds.
Entomb (Ex)
An earth elemental makes automatic grapple checks each round against all creatures of Medium or smaller size that share its space. Grappled creatures are buried alive in the creature's mass and must hold their breath or begin to suffocate (http://www.d20srd.org/srd/environment.htm#suffocation) until they break free or are released. The elemental is never considered grappled itself by this effect, and is free to act and move (dragging grappled creatures with it). An elemental may grapple any number of creatures in this way provided that they are all at least one size smaller than it.
Fast Healing (Su)
An earth elemental's fast healing functions only while it is in contact with earthen, stony, or metallic ground.
Hardness (Ex)
An earth elemental is as hard as stone. Do not halve or quarter energy damage or the damage from ranged weapons before applying this hardness.
Spell-Like Abilities (Sp)
Caster level 12th. The save DCs are Charisma-based.
Always active - stone tell
At will - magic stone, move earth, plane shift (self plus any willing creatures to/from an [Earth]-dominant plane only), soften earth and stone, spike stones (DC 17), stone shape, transmute mud to rock (DC 18), transmute rock to mud (18), wall of stone (DC 18).
Swarm Attack (Ex)
All creatures in an earth elemental's space (grappled or not) are subject to the elemental's swarm attack (http://www.d20srd.org/srd/typesSubtypes.htm#swarmSubtype). An earth elemental's swarm attack deals bludgeoning, piercing, and slashing damage from the crush of earth and shards of rock.
Variant Earth Elementals
The above describes an earth elemental composed primarily of rock and soil, but other variants exist.
Adamantine
These elementals have hardness 20. Their natural weapons (including their swarm attacks) are treated as adamantine for the purpose of overcoming damage reduction.
Cold Iron
These elementals have hardness 10 and spell resistance equal to their character level +15. Their natural weapons (including their swarm attacks) are treated as cold iron for the purpose of overcoming damage reduction.
Mythril
These elementals have hardness 15. They may take an additional move action each turn. Their natural weapons (including their swarm attacks) are treated as silver for the purpose of overcoming damage reduction.
Treasure
These elementals have been summoned to animate treasure hoards, and are composed of masses of gold coins and glittering jewels. They have statistics as a standard earth elemental, but possess quadruple standard treasure.
Redefine air/earth/fire/water subtypes
Flow (Ex)
The base creature can squeeze through any opening that a Fine creature could fit through.
An elemental is a mass of animat mattr or energy
swarm, incorporeal, manifesattion, fire brunt hrough walls,
fire-slams and swarm and breath weapon all fire
amorphous forms or dragons/serpents/phoenixes etc
fire elemntal-ingnite
balance, tumble, swim, climb
fire elementals -fly (not as well as air)
earth-hardness, air-immune to missile weapons/incorporeal, water-dr/bludgeoning...
lightning bolt, wind gusts/call lightning (from self)
water/air-fitthrough small openings
[Air] Subtype
This subtype is usually used by outsiders from the Elemental Plane of Air (usually outsiders with both the [Air] and [Elemental] subtypes, though some [Air] outsiders such as djinn do not possess the [Elemental] subtype). [Air] outsiders always possess fly speeds, and always have perfect maneuverability.
Traits
An [Air]
[Elemental] Subtype & Traits
Certain outsiders embody one of the four classical elements (air, earth, fire, and water), just as celestials and fiends embody the powers of good and evil. These elemental outsiders possess the [Elemental] subtype.
A creature with the [Elemental] subtype always possess one of the elemental subtypes ([Air], [Earth], [Fire], or [Water]), as well as the following traits (unless otherwise noted in the creature's entry):
Amorphous (Ex)
An [Elemental] creature is composed of an animate mass of elemental material (soil, water, wind, flames, sand, metal, etc.) and has no true physiology. It is not subject nonmagical disease, poison, fatigue, ability damage, or nonlethal damage. It is immune to critical hits and cannot be flanked.
[Swarm] Attack (Ex)
Any creature in an [Elemental]'s space is subject to a swarm attack (http://www.d20srd.org/srd/typesSubtypes.htm#swarmSubtype) from the swirling mass of animate matter or energy that makes up the creature's body. An elemental cannot make physical attacks other than swarm attacks against a creature sharing its space.
Unearthly Grace (Su)
An [Elemental] adds its Charisma bonus as a resistance bonus on its saves and as a deflection bonus to its Armour Class.
[Earth] Subtype
This subtype is usually applied to outsiders native to [Earth]-dominant planes. These outsiders usually possess the [Elemental] subtype as well, though exceptions exist (e.g. the non-[Elemental] dao genies). [Earth] creatures always have burrow speeds, and may burrow through rock and metal as easily as soil and sand. While burrowing they may choose to leave passages for non-burrowing creatures to follow, or to leave the ground completely undisturbed by their passage.
ELEMENTAL, EARTHLARGE OUTSIDER ([Earth], [Elemental], [Extraplanar])
Hit Dice: 12d8+60 (114 hp)
Initiative: +1
Speed: 20 ft. (4 squares), burrow 100 ft.
Armor Class: 25 (+3 deflection, +1 Dex, +12 natural, -1 size), touch 13, flat-footed 24
Base Attack/Grapple: +12/+26
Attack: Slam +21 melee (1d6+10) or rock +15 ranged (1d6+10) or swarm attack (3d6)
Full Attack: 3 slams +21 melee (1d6+10 melee) or 3 rocks +12 ranged (1d6+10) or swarm attack (3d6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Earthquake, entomb, spell-like abilities, swarm attack
Special Qualities: Darkvision 60 ft, [Elemental] traits, fast healing 10, hardness 8, outsider traits, tremorsense 120 ft.
Saves: Fort +18, Ref +12, Will +14
Abilities: Str 30, Dex 12, Con 20, Int 12, Wis 16, Cha 16
Skills: Diplomacy +5, Knowledge (arcana, dungeoneering, geography, nature, religion, the planes) +16, Listen +18, Sense Motive +18, Spellcraft +18, Survival +1 (+3 aboveground natural, avoid hazards, underground, or other planes)
Feats: Awesome Blow, Cleave, Great Fortitude, Improved Bull Rush, Power Attack
Environment: An [Earth]-dominant plane
Organization: Solitary
Challenge Rating: 12
Treasure: Triple standard
Alignment: Usually lawful neutral
Advancement: 13-15 HD (Large), 16-19 HD (Huge), 20-23 HD (Gargantuan), 24-27 HD (Colossal)
Level Adjustment: +2
The creature is a rough-hewn mass of rock and soil with gleaming gemstone "eyes". Psudopods like massive clubs lash out from the creature.
Earth elementals are relatively benign creatures, as strong and wise as the earth itself. Although terrible to behold in battle, they are generally slow to anger and dangerous only if provoked. Furthermore, they have knowledge of the secret places and hidden treasures of the world - dwarves in particular revere and conjure them for this purpose.
Earth elementals speak Dwarven, Sylvan, Terran, and Undercommon with rumbling voices as loud as earthquakes. However, they are taciturn even compared to other types of elementals.
Combat
An earth elemental hurls boulders at airborne foes and crushes melee opponents with mighty blows. Although slow aboveground, it can swiftly and effortlessly merge into the ground to travel at great speed - often emerging to entomb unwary foes within its body, before depositing them underground. Finally, it can use its spell-like abilities to manipulate the battlefield to suit its desires (or those of its summoner).
An earth elemental's natural weapons, as well as its swarm attack and any weapons it wields, are treated as magic weapons.
Earthquake (Su)
As a standard action an earth elemental may create an earthquake, as the spell (caster level 13th or the elemental's character level, whichever is greater). An elemental may only use this ability once every 1d4 rounds.
Entomb (Ex)
An earth elemental makes automatic grapple checks each round against all creatures of Medium or smaller size that share its space. Grappled creatures are buried alive in the creature's mass and must hold their breath or begin to suffocate (http://www.d20srd.org/srd/environment.htm#suffocation) until they break free or are released. The elemental is never considered grappled itself by this effect, and is free to act and move (dragging grappled creatures with it). An elemental may grapple any number of creatures in this way provided that they are all at least one size smaller than it.
Fast Healing (Su)
An earth elemental's fast healing functions only while it is in contact with earthen, stony, or metallic ground.
Hardness (Ex)
An earth elemental is as hard as stone. Do not halve or quarter energy damage or the damage from ranged weapons before applying this hardness.
Spell-Like Abilities (Sp)
Caster level 12th. The save DCs are Charisma-based.
Always active - stone tell
At will - magic stone, move earth, plane shift (self plus any willing creatures to/from an [Earth]-dominant plane only), soften earth and stone, spike stones (DC 17), stone shape, transmute mud to rock (DC 18), transmute rock to mud (18), wall of stone (DC 18).
Swarm Attack (Ex)
All creatures in an earth elemental's space (grappled or not) are subject to the elemental's swarm attack (http://www.d20srd.org/srd/typesSubtypes.htm#swarmSubtype). An earth elemental's swarm attack deals bludgeoning, piercing, and slashing damage from the crush of earth and shards of rock.
Variant Earth Elementals
The above describes an earth elemental composed primarily of rock and soil, but other variants exist.
Adamantine
These elementals have hardness 20. Their natural weapons (including their swarm attacks) are treated as adamantine for the purpose of overcoming damage reduction.
Cold Iron
These elementals have hardness 10 and spell resistance equal to their character level +15. Their natural weapons (including their swarm attacks) are treated as cold iron for the purpose of overcoming damage reduction.
Mythril
These elementals have hardness 15. They may take an additional move action each turn. Their natural weapons (including their swarm attacks) are treated as silver for the purpose of overcoming damage reduction.
Treasure
These elementals have been summoned to animate treasure hoards, and are composed of masses of gold coins and glittering jewels. They have statistics as a standard earth elemental, but possess quadruple standard treasure.
Redefine air/earth/fire/water subtypes
Flow (Ex)
The base creature can squeeze through any opening that a Fine creature could fit through.
An elemental is a mass of animat mattr or energy
swarm, incorporeal, manifesattion, fire brunt hrough walls,
fire-slams and swarm and breath weapon all fire
amorphous forms or dragons/serpents/phoenixes etc
fire elemntal-ingnite
balance, tumble, swim, climb
fire elementals -fly (not as well as air)
earth-hardness, air-immune to missile weapons/incorporeal, water-dr/bludgeoning...
lightning bolt, wind gusts/call lightning (from self)
water/air-fitthrough small openings
[Air] Subtype
This subtype is usually used by outsiders from the Elemental Plane of Air (usually outsiders with both the [Air] and [Elemental] subtypes, though some [Air] outsiders such as djinn do not possess the [Elemental] subtype). [Air] outsiders always possess fly speeds, and always have perfect maneuverability.
Traits
An [Air]