An arcane knight of the void elemental school gains the following powers. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. You call upon the power of the planes to transform into a Medium elemental battle form. If protected against fire damage, it can even glide through lava. ... from 1 to 4. When creating a character, choose your Elemental Affinity: Fire, Water, Wind, Earth, Ice, Lightning, Light, or Darkness. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. | PF2 SRD. Vortex (Su) A water elemental can create a whirlpool as a standard action, at will. Legal Information/Open Game License, Fan Labs ), N Small outsider (earth, elemental, extraplanar), Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4, AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size), Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11, Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7, N Medium outsider (earth, elemental, extraplanar), Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7, AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural), Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11, Feats Cleave, Improved Bull RushB, Power Attack, Skills Appraise +1, Climb +10, Knowledge (dungeoneering) +2, Knowledge (planes) +2, Perception +7, Stealth +3, N Large outsider (earth, elemental, extraplanar), Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +11, AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size), Str 24, Dex 8, Con 17, Int 6, Wis 11, Cha 11, Feats Cleave, Greater Bull Rush, Improved Bull RushB, Improved Overrun, Power Attack, Skills Appraise +6, Climb +15, Knowledge (dungeoneering) +3, Knowledge (planes) +6, Perception +11, Stealth +5, N Huge outsider (earth, elemental, extraplanar), Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +13, AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size), Str 28, Dex 8, Con 19, Int 6, Wis 11, Cha 11, Feats Awesome Blow, Cleave, Greater Bull Rush, Improved Bull RushB, Improved Overrun, Power Attack, Skills Appraise +6, Climb +18, Knowledge (dungeoneering) +4, Knowledge (planes) +7, Perception +13, Stealth +4, Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +16, AC 21, touch 7, flat-footed 21, (–1 Dex, +14 natural, –2 size), Str 30, Dex 8, Con 21, Int 8, Wis 11, Cha 11, Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Overrun, Improved Sunder, Power Attack, Skills Appraise +10, Climb +25, Knowledge (dungeoneering) +10, Knowledge (planes) +13, Perception +16, Stealth +7, Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +19, AC 23, touch 7, flat-footed 23 (–1 Dex, +16 natural, –2 size), Str 34, Dex 8, Con 21, Int 10, Wis 11, Cha 11, Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Critical (slam), Improved Overrun, Improved Sunder, Power Attack, Skills Appraise +19, Climb +31, Knowledge (dungeoneering) +19, Knowledge (planes) +19, Perception +19, Stealth +10. Elementals are creatures from one of the Elemental Planes that are made up completely of one of the four elements of air, earth, fire or water. 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. They prefer to hide or drag their opponents into the water to gain an advantage. | 3.5e SRD Also note that many colored items are also links to the Paizo SRD. Traits Earth Glide: The elemental can burrow through nonmagical, unworked earth and stone. 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. FAQ. 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. A fire elemental cannot enter water or any other nonflammable liquid. 1. Elemental creatures are outsiders that are created from these elements and reside in one of the four Elemental Planes associated with each element:. Acrobatics (air or fire) or Athletics (earth or water) modifier of +20; ignore this change if your own modifier is higher. This cloud-like creature has dark hollows reminiscent of eyes and a mouth, and a howling wind whips it into ominous shapes. Earth Glide. The higher the elemental level the more important its elemental weaknesses and strenghts. New Pages Larger earth elementals often have a stony humanoid appearance. | Fudge SRD Siege Monster. Variation of Psychic Earth Manipulation and Crystal Manipulation. | Design Finder 2018 Although all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. N Medium outsider (earth, elemental, extraplanar, fire) Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +10. It's greatest weakness, is it's need for the presence of water to function. 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. DEFENSE. Fire elementals are quick, cruel creatures of living flame. Larger earth elementals often have a stony humanoid appearance. Control Elemental (Ex) Lava weirds can attempt to command any outsider with the "Earth," "Elemental," or "Fire" subtype that is within 50 feet. | 5th Edition SRD When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. | 13th Age SRD 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. It is also the most defensively oriented power as well. 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. This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes. Elemental Subtype: An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. Aura molten body. 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. The druid’s wild shape ability undergoes a similar green transformation. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water. 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. Reveal Weakness (Su) | Here Be Monsters Siege Monster: The elemental deals double damage to objects and structures. | Dungeon World SRD Sell at the Open Gaming Store! When utterly still, they resemble a heap of stone or a small hill. While in this form, you gain the corresponding trait and the elemental trait. This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn. An air elemental prefers to attack flying or otherwise airbone targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. Unlike Fire or Water benders, there is no waxing or waning of their power, it's full power, all the time. An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. 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). Elemental, Fire Source Bestiary pg. Mon–Fri, 10:00 a.m. to 5:00 p.m. Pacific (425) 250-0800. customer.service@paizo.com Therefore, as compared to an earth elemental, a crystal elemental has more natural armor, but less damage reduction. When you cast this spell, choose air, earth, fire, or water. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire. 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. ON THE COVER. Slowly and surely, the list of plant type enemies in Pathfinder has been 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. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. Though an earth elemental moves slowly, it is a relentless opponent. Features on a fire elemental's body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders. 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. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. This site may earn affiliate commissions from the links on this page. 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. Organization solitary, pair, or gang (3–8). Our gm is a bit frusttrated about our druid and his Earth Glide from his Earth Elemental, because it … 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. | d20PFSRD You are viewing the legacy Pathfinder Reference Document website.Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. 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. An earth elemental can move along the bottom of a body of water but prefers not to. If an opponent is airborne or waterborne, the elemental takes a â4 penalty on attack and damage rolls. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. 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. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. Elemental (Water) Source Pathfinder RPG Bestiary pg. An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. While in this form, you gain the corresponding trait and the elemental trait. Check out our other SRD sites! This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes. You also gain specific abilities based on the type of elemental you choose: Air fly Speed 80 feet, movement doesn’t trigger reactions; Melee [one-action] gust, Damage 1d4 bludgeoning. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock. | Starjammer SRD ), Environment any (Plane of Earth) Organization solitary, pair, or gang (3â8) Treasure none. G… Shop the Open Gaming Store! Defense. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave "arms" to either side. 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) The elemental receives a Will save to avoid being commanded. The crystalline nature of this elemental makes gives it new weapons and defenses that normal earth elementalslack, but it also gains new weaknesses. (These modifiers are not included in the statistics block. 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. Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. 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. This translucent creature's shape shifts between a spinning column of water and a crashing wave. Druid Earth elemental and his Earth Glide. You call upon the power of the planes to transform into a Medium elemental battle form. | Swords and Wizardry SRD 126 This translucent creature’s shape shifts between a spinning column of water and a crashing wave. If protected against fire damage, it can even glide through lava. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water. OFFENSE. This effect is similar to the dominate monster spell. | OGN Articles | d20 Anime SRD | GumshoeSRD When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. When utterly still, they resemble a heap of stone or a small hill. 148 Fire elementals are destructive manifestations of the scorching Plane of Fire. 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. 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. Earth elementals are plodding, stubborn creatures made of living stone or earth. Air elementals are fast, flying creatures made of living air. 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