An elemental is a being composed of one of the four classical elements: air, earth, fire, or water. See Table: Elementals for physical ability scores, recommended minimum Hit Dice, and damage based on size.

Hit Die: d8.

Base Attack Bonus: 3/4 of total Hit Dice (see Table 8–2: Creature Saves and Base Attack Bonuses).

Good Saving Throws: Varies by element: Fortitude (earth, water) or Reflex (air, fire).

Skill Points: 2 x Int score, plus 2 points per Hit Dice beyond 1 HD.

Feats: Int modifier (minimum 0), plus 1 feat per 4 Hit Dice beyond 1 HD.

Elementals share the following additional traits.

Weapon and Armor Proficiency: Elementals are proficient with their natural weapons only. They are not proficient with armor.

Darkvision (Ex): Most elementals have darkvision with a range of 60 feet.

Immunities: Elementals are immune to poison, sleep, paralysis, and stunning. They are not subject to critical hits, flanking, or the effects of massive damage.

Special: Elementals cannot be raised from the dead.

Table: Elementals
Size Str Dex Con Minimum HD Slam Bite Claw Gore
Colossal 44–45 6–7 28–29 32d8 4d6 4d6 2d8 2d6
Gargantuan 36–37 6–7 24–25 16d8 2d8 2d8 2d6 1d8
Huge 28–29 6–7 20–21 8d8 2d6 2d6 2d4 1d6
Large 20–21 8–9 16–17 4d8 1d8 1d8 1d6 1d4
Medium-size 12–13 10–11 12–13 2d8 1d6 1d6 1d4 1d3
Small 8–9 12–13 10–11 1d8 1d4 1d4 1d3 1d2
Tiny 6–7 14–15 10–11 1/2 d8 1d3 1d3 1d2 1
Diminutive 4–5 16–17 10–11 1/4 d8 1d2 1d2 1 —
Fine 4–5 18–19 10–11 1/8 d8 1 1 — —
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