Elemental
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 | ||||||||
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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 | — | — |