An elemental has the following features. The level of the curses is fixed (level 1) but their Doom varies depending on the map tier: The higher the elemental level the more important its elemental weaknesses and strenghts. OFFENSE. N Small outsider (elemental, extraplanar, fire), Init +5; Senses darkvision 60 ft.; Perception +4, AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size), Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11, Feats Dodge, Improved InitiativeB, Weapon FinesseB, Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4, N Medium outsider (elemental, extraplanar, fire), Init +7; Senses darkvision 60 ft.; Perception +7, AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural), Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11, Feats Dodge, Improved InitiativeB, Mobility, Weapon FinesseB, Skills Acrobatics +8, Climb +5, Escape Artist +8, Intimidate +5, Knowledge (planes) +1, Perception +7, N Large outsider (elemental, extraplanar, fire), Init +9; Senses darkvision 60 ft.; Perception +11, AC 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, –1 size), Str 14, Dex 21, Con 14, Int 6, Wis 11, Cha 11, Feats Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Skills Acrobatics +14, Climb +9, Escape Artist +12, Intimidate +9, Knowledge (planes) +5, Perception +11, N Huge outsider (elemental, extraplanar, fire), Init +11; Senses darkvision 60 ft.; Perception +13, AC 21, touch 16, flat-footed 13 (+7 Dex, +1 dodge, +5 natural, –2 size), Feats Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Skills Acrobatics +16, Climb +13, Escape Artist +16, Intimidate +9, Knowledge (planes) +7, Perception +13, Init +12; Senses darkvision 60 ft.; Perception +16, AC 23, touch 17, flat-footed 14 (+8 Dex, +1 dodge, +6 natural, –2 size), Str 24, Dex 27, Con 18, Int 8, Wis 11, Cha 11, Feats Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Wind Stance, Skills Acrobatics +23, Climb +20, Escape Artist +21, Intimidate +15, Knowledge (planes) +10, Perception +16, Init +13; Senses darkvision 60 ft.; Perception +19, AC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, –2 size), Str 26, Dex 29, Con 18, Int 10, Wis 11, Cha 11, Feats Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Lightning Stance, Mobility, Spring Attack, Weapon FinesseB, Wind Stance, Skills Acrobatics +28, Climb +27, Escape Artist +28, Intimidate +19, Knowledge (planes) +19, Perception +19. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. | Here Be Monsters Also note that many colored items are also links to the Paizo SRD. Immune elemental traits, fire Weaknesses vulnerability to cold OFFENSE Speed 80 ft. Melee bite +3 (1d6+1, +2 fire) or slam +3 (1d4+1, +2 fire) STATISTICS Str 13, Dex 19, Con 15, Int 1, Wis 11, Cha 11 Base Atk +2; CMB +3; CMD 17 (21 vs. trip) Feats Dodge Human Earth Elemental Spirit CR 1/2 XP 200 N Medium outsider (elemental, extraplanar, earth) Air Elemental LanguagesAuran Ecology EnvironmentPlane of Air Organizationsolitary, pair, or gang (3–8) Treasurenone Special Abilities Air Mastery (Ex)Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental. The elemental deals double damage to objects and structures. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water. An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. Variation of Psychic Earth Manipulation and Crystal Manipulation. FAQ. Each is physically powerful in some way, not too bright, able to see in the dark, capable of two melee attacks in a turn, resistant to physical damage from nonmagical weapons, and immune to exhaustion, paralysis, petrifaction, poisoning and unconsciousness. While doing so, the elemental doesn't disturb the material it moves through. | 13th Age SRD They enjoy frightening beings weaker than themselves, and terrorizing any Creature they can set on fire.. A Fire Elemental cannot enter water or any other nonflammable liquid. ON THE COVER. This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game. Sell at the Open Gaming Store! | Fudge SRD Learn more. Traveller SRD ... from 1 to 4. | Starjammer SRD | GumshoeSRD Others yet are lit by enormous crystals, enchanted by the native shaitan genieto illuminate vast caves, like miniature suns. A move earth spell cast on an area containing a burrowing mud elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Elemental, Fire Source Bestiary pg. When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Elemental Lords are the elite of the Elemental Planes, granted great power by their connection to their respective element.Giving up the constraints of mortal flesh and bone to become living manifestations of primordial power, their limits are unknown. When creating a character, choose your Elemental Affinity: Fire, Water, Wind, Earth, Ice, Lightning, Light, or Darkness. Earth elementals are plodding, stubborn creatures made of living stone or earth. (These modifiers are not included in the statistics block. 126 This translucent creature’s shape shifts between a spinning column of water and a crashing wave. Earth elementals are plodding, stubborn creatures made of living stone or earth. Downloads 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. Earth elementals are creatures made of the very substance of the Plane of Earth, and can be comprised of solid stone, shimmering crystal or plain old dirt. | Dungeon World SRD It's greatest weakness, is it's need for the presence of water to function. An earth elemental can move along the bottom of a body of water but prefers not to. When utterly still, they resemble a heap of stone or a small hill. ), Environment any (Plane of Earth) Organization solitary, pair, or gang (3–8) Treasure none. Elemental Plane of Air has air elementals Earth Elemental, Elder (CR 11) XP 12,800 N Huge Outsider (Earth, Elemental, Extraplanar) Init-1; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +19. G… It is also the most defensively oriented power as well. It requires the presence of earth to function, similar to water benders. | FateCoreSRD If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies. Elemental Subtype: An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. In addition to some earth elementals, Nature damage also comes from lightning, poison, plant elementals and wildlife-associated spells. Druid Earth elemental and his Earth Glide. Siege Monster: The elemental deals double damage to objects and structures. Organization solitary, pair, or gang (3–8). Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. As with other elementals, all water elementals have their own unique shapes and appearances. Legal Information/Open Game License, Fan Labs When you select an affinity, the Elemental Weakness and Element Absorb sub-features, as well as gaining the ability to naturally cast a cantrip of the same functionality as … 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. Our gm is a bit frusttrated about our druid and his Earth Glide from his Earth Elemental, because it … Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. A body of water is an impassible barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil). Slowly and surely, the list of plant type enemies in Pathfinder has been In much of Golarion, people consider all matter to be composed of four basic elements, or forms of elemental energy, or elemental forces—air, earth, fire, and water. | OGN Articles Eventually he's found out when a mark manages to destroy an earth elemental sent to kill him. A move earth spell cast on an area containing a burrowing magma elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Although all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. Vortex (Su) A water elemental can create a whirlpool as a standard action, at will. | d20HeroSRD When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Hey guys, we have a little problem in our group. AC 23, touch 7; flat-footed 23 (-1 dex, +16 natural, -2 size) hp 235 (16d10+176) mp 44 Fort +20, Ref +4, Will +10 DR 10/-; Immune Earth, elemental traits Weakness Wind. | d20 Anime SRD New Pages | Recent Changes | Privacy Policy, Slaad Lord of Entropy (Chaos Lord of Entropy), Slaad Lord of the Insane (Chaos Lord of the Insane), Latest Pathfinder products in the Open Gaming Store, Ancestral Anthologies Vol. This cloud-like creature has dark hollows reminiscent of eyes and a mouth, and a howling wind whips it into ominous shapes. Reveal Weakness (Su) 2. Red: Bad, useless options, or options which are extremely situational. This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. Earth creatures with a burrow speed possess tremorsense. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Interspersed with this solid rock and earth are caverns of all sizes, some of them dark and dry, others filled with water and phosphorescent fungus. You call upon the power of the planes to transform into a Medium elemental battle form. Elemental Related Groups Elemental, Air, Elemental, Earth, Elemental, Mephit, Elemental, Water The Elemental Planes—primordial realms defined by aspects of air, earth, fire, or water—are home to a diverse group of beings known as elementals. When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. An arcane knight who specializes in the void element must select a single element (air, earth, fire, or water) as his opposition school. The crystalline nature of this elemental makes gives it new weapons and defenses that normal earth elementalslack, but it also gains new weaknesses. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Weaknesses vulnerable to cold. I want a more interesting way that someone could kill an earth elemental without magic than just hitting it over and over. This trade off has been decried as weak by many, but I encourage a second look. You can Dismiss the spell. If protected against fire damage, it can even glide through lava. Features on a fire elemental's body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders. 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. | d20PFSRD Water elementals are patient, relentless creatures made of living fresh or salt water. Defense. If protected against fire damage, it can even glide through lava. This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings. They prefer to hide or drag their opponents into the water to gain an advantage. | Design Finder 2018 | The Modern Path SRD An arcane knight of the void elemental school gains the following powers. Control Elemental (Ex) Lava weirds can attempt to command any outsider with the "Earth," "Elemental," or "Fire" subtype that is within 50 feet. 1: Races of Nature Unleashed (PF1), Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder RPG), Aegis of Empires 4: Legend of the Burning Star (PF1). When you cast this spell, choose air, earth, fire, or water. DEFENSE. N Small outsider (elemental, extraplanar, water), Init +0; Senses darkvision 60 ft.; Perception +4, AC 17, touch 11, flat-footed 17 (+6 natural, +1 size), Special Attacks drench, vortex (DC 13), water mastery, Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11, Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14, N Medium outsider (elemental, extraplanar, water), Init +1; Senses darkvision 60 ft.; Perception +5, AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural), Special Attacks drench, vortex (DC 15), water mastery, Str 16, Dex 12, Con 15, Int 4, Wis 11, Cha 11, Skills Acrobatics +6, Escape Artist +6, Knowledge (planes) +2, Perception +5, Stealth +6, Swim +16, N Large outsider (elemental, extraplanar, water), Init +2; Senses darkvision 60 ft.; Perception +9, AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, –1 size), Special Attacks drench, vortex (DC 19), water mastery, Str 20, Dex 14, Con 17, Int 6, Wis 11, Cha 11, Feats Cleave, Dodge, Great Cleave, Power Attack, Skills Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, Perception +9, Stealth +5, Swim +24, N Huge outsider (elemental, extraplanar, water), Init +4; Senses darkvision 60 ft.; Perception +13, AC 21, touch 13, flat-footed 16 (+4 Dex, +1 dodge, +8 natural, –2 size), Special Attacks drench, vortex (DC 22), water mastery, Str 24, Dex 18, Con 19, Int 6, Wis 11, Cha 11, Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Power Attack, Skills Acrobatics +11, Escape Artist +15, Knowledge (planes) +7, Perception +13, Stealth +3, Swim +26, Init +5; Senses darkvision 60 ft.; Perception +16, AC 23, touch 14, flat-footed 17 (+5 Dex, +1 dodge, +9 natural, –2 size), Special Attacks drench, vortex (DC 25), water mastery, Str 28, Dex 20, Con 19, Int 8, Wis 11, Cha 11, Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Sunder, Lightning Reflexes, Power Attack, Skills Acrobatics +18, Escape Artist +20, Knowledge (planes) +12, Perception +16, Stealth +10, Swim +30, Init +6; Senses darkvision 60 ft.; Perception +19, AC 24, touch 15, flat-footed 17 (+6 Dex, +1 dodge, +9 natural, –2 size), Special Attacks drench, vortex (DC 28), water mastery, Str 30, Dex 22, Con 19, Int 10, Wis 11, Cha 11, Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Lightning Reflexes, Power Attack, Skills Acrobatics +25, Escape Artist +25, Knowledge (planes) +19, Perception +19, Stealth +17, Swim +37. The elemental receives a Will save to avoid being commanded. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD). This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water. This effect is similar to the dominate monster spell. 1. Offense. The save DC is Charisma-based and includes a +4 racial bonus.. You have hands in this battle form and can … While in this form, you gain the corresponding trait and the elemental trait. N Small outsider (air, elemental, extraplanar), Init +7; Senses darkvision 60 ft.; Perception +4, AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size), Defensive Abilities air mastery; Immune elemental traits, Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11, Feats Flyby Attack, Improved InitiativeB, Weapon FinesseB, Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11, N Medium outsider (air, elemental, extraplanar), Init +9; Senses darkvision 60 ft.; Perception +7, AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural), Str 14, Dex 21, Con 14, Int 4, Wis 11, Cha 11, Feats Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB, Skills Acrobatics +11, Escape Artist +9, Fly +17, Knowledge (planes) +1, Perception +7, Stealth +10, N Large outsider (air, elemental, extraplanar), Init +11; Senses darkvision 60 ft.; Perception +11, AC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size), Defensive Abilities air mastery; DR 5/—; Immune elemental traits, Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11, Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Weapon FinesseB, Skills Acrobatics +15, Escape Artist +15, Fly +21, Knowledge (planes) +5, Perception +11, Stealth +11, N Huge outsider (air, elemental, extraplanar), Init +13; Senses darkvision 60 ft.; Perception +13, AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, –2 size), Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11, Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Weapon FinesseB, Skills Acrobatics +18, Escape Artist +18, Fly +23, Knowledge (planes) +7, Perception +13, Stealth +9, Init +14; Senses darkvision 60 ft.; Perception +16, AC 25, touch 19, flat-footed 14 (+10 Dex, +1 dodge, +6 natural, –2 size), Defensive Abilities air mastery; DR 10/—; Immune elemental traits, Str 24, Dex 31, Con 18, Int 8, Wis 11, Cha 11, Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB, Skills Acrobatics +25, Escape Artist +23, Fly +27, Knowledge (planes) +12, Perception +16, Stealth +15, Init +15; Senses darkvision 60 ft.;Perception +19, AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size), Str 28, Dex 33, Con 18, Int 10, Wis 11, Cha 11, Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB, Skills Acrobatics +30, Escape Artist +30, Fly +34, Knowledge (planes) +19, Perception +19, Stealth +22. 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