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Elemental

Tiny Elemental

CR 1/3

XP 135

N Tiny outsider (elemental, extraplanar)

Init +1; Senses darkvision 60 ft.; Perception +3

Defense

HP 6

EAC 11; KAC 12

Fort +3; Ref +1; Will +0

Immunities elemental immunities

Offense

Speed 20 ft.

Melee slam +5 (1d6+3 B)

Statistics

Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0

Skills Acrobatics +3, Athletics +3

Small Elemental

CR 1

XP 400

N Small outsider (elemental, extraplanar)

Init +2; Senses darkvision 60 ft.; Perception +5

Defense

HP 20

EAC 12; KAC 13

Fort +5; Ref +3; Will +1

Immunities elemental immunities

Offense

Speed 20 ft.

Melee slam +9 (1d6+5 B)

Statistics

Str +4; Dex +2; Con +1; Int -3; Wis +0; Cha +0

Skills Acrobatics +5, Athletics +5

Medium Elemental

CR 3

XP 800

N Medium outsider (elemental, extraplanar)

Init +2; Senses darkvision 60 ft.; Perception +8

Defense

HP 40

EAC 14; KAC 16

Fort +7; Ref +5; Will +2

Immunities elemental immunities

Offense

Speed 20 ft.

Melee slam +12 (1d6+7 B)

Statistics

Str +4; Dex +2; Con +1; Int -3; Wis +0; Cha +0

Skills Acrobatics +8, Athletics +8

Large Elemental

CR 5

XP 1,600

N Large outsider (elemental, extraplanar)

Init +3; Senses darkvision 60 ft.; Perception +11

Defense

HP 70

EAC 17; KAC 19

Fort +9; Ref +7; Will +4

DR 5/—; Immunities elemental immunities

Offense

Speed 20 ft.

Melee slam +15 (1d6+10 B)

Space 10 ft.; Reach 10 ft.

Statistics

Str +5; Dex +3; Con +2; Int -3; Wis +0; Cha +0

Skills Acrobatics +11, Athletics +11

Huge Elemental

CR 7

XP 3,200

N Huge outsider (elemental, extraplanar)

Init +4; Senses darkvision 60 ft.; Perception +14

Defense

HP 105

EAC 19; KAC 21

Fort +11; Ref +9; Will +6

DR 5/—; Immunities elemental immunities

Offense

Speed 20 ft.

Melee slam +18 (2d6+12 B)

Space 15 ft.; Reach 15 ft.

Statistics

Str +5; Dex +4; Con +2; Int -3; Wis +0; Cha +0

Skills Acrobatics +14, Athletics +14

Greater Elemental

CR 9

XP 6,400

N Huge outsider (elemental, extraplanar)

Init +4; Senses darkvision 60 ft.; Perception +17

Defense

HP 145

EAC 22; KAC 24

Fort +13; Ref +11; Will +8

DR 10/—; Immunities elemental immunities

Offense

Speed 20 ft.

Melee slam +22 (2d10+15 B)

Space 15 ft.; Reach 15 ft.

Statistics

Str +6; Dex +4; Con +3; Int -3; Wis +0; Cha +0

Skills Acrobatics +17, Athletics +17

Elder Elemental

CR 11

XP 12,800

N Huge outsider (elemental, extraplanar)

Init +5; Senses darkvision 60 ft.; Perception +20

Defense

HP 145

EAC 24; KAC 26

Fort +15; Ref +13; Will +10

DR 10/—; Immunities elemental immunities

Offense

Speed 20 ft.

Multiattack slam +24 (4d6+11 B)

Space 15 ft.; Reach 15 ft.

Statistics

Str +8; Dex +5; Con +3; Int -3; Wis +0; Cha +0

Skills Acrobatics +20, Athletics +20

An elemental is a creature native to one of the four Elemental Planes that is composed entirely of that plane’s element. They are usually encountered alone or in groups of 2 to 8. The statistics for an elemental can be generated using one of the stat blocks above plus one of the four following grafts.

Elemental Grafts

The four types of elementals are listed below.

Required Creature Type: Outsider; Required Creature Subtype: Elemental.

Air Elemental Graft

Beings of living wind, air elementals originate from the Elemental Plane of Air.

Traits: Air subtype, supernatural fly speed of 100 feet (perfect); Abilities: Air mastery (see below), whirlwind; Feats: Flyby Attack; Languages: Auran.

Air Mastery (Ex): Airborne creatures take a -1 penalty to attack and damage rolls against an air elemental.

Earth Elemental Graft

Hailing from the Elemental Earth, earth elementals are ponderous and obstinate.

Traits: Earth subtype, blindsense (vibration) 60 feet, burrow speed of 20 feet; Abilities: Earth glide, earth mastery (see below); Languages: Terran.

Earth Mastery (Ex): An earth elemental gains a +1 bonus to attack and damage rolls if both it and its foe are touching the solid surface of a planet or an asteroid. If an opponent is airborne or waterborne, the elemental takes a -2 penalty to attack and damage rolls. These modifiers apply to initiating or resisting bull rush combat maneuvers.

Fire Elemental Graft

Born of the twisting flames of the Elemental Plane of Fire, fire elementals are nimble and impatient.

Traits: Fire subtype, a +4 bonus to initiative checks, speed increases by 30 feet, immunity to fire and vulnerability to cold; Abilities: Burning strikes (see below); Feats: Mobility; Languages: Ignan.

Burning Strikes (Ex): A fire elemental’s slams deal half fire damage and half bludgeoning damage. In addition, on a critical hit, the fire elemental’s strikes deal an amount of burn damage based on the creature’s CR, as listed in the table below.

CRBurn Damage
1-51d4
6-102d4
11-153d4
16+4d4

Water Elemental Graft

Composed of either freshwater or salt water, these elementals hail from the Elemental Plane of Water.

Traits: Water subtype, swim speed of 90 feet; Abilities: Drench (see below), vortex, water mastery (see below); Languages: Aquan.

Drench (Ex): A water elemental’s touch douses Large or smaller nonmagical flames. The outsider can dispel magical fire it touches as per dispel magic (caster level = the elemental’s CR).

Water Mastery (Ex): Waterborne creatures take a -1 penalty to attack and damage rolls against a water elemental.

This page contains Open Game Content used under the Open Game License (OGL).