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MONSTERS (E-F)

EAGLE, GIANT

Large Magical Beast
Hit Dice:
4d10+4 (26 hp)
Initiative:
+3
Speed:
10 ft. (2 squares), fly 80 ft. (average)
Armor Class:
15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple:
+4/+12
Attack:
Claw +7 melee (1d6+4)
Full Attack:
2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2)
Space/Reach:
10 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, evasion
Saves:
Fort +5, Ref +7, Will +3
Abilities:
Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Skills:
Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3
Feats:
Alertness, Flyby Attack
Environment:
Temperate mountains
Organization:
Solitary, pair, or eyrie (5–12)
Challenge Rating:
3
Treasure:
None
Alignment:
Usually neutral good
Advancement:
5–8 HD (Large); 9–12 HD (Huge)
Level Adjustment:
+2 (cohort)
A typical giant eagle stands about 10 feet tall, has a wingspan of up to 20 feet, and resembles its smaller cousins in nearly every way except size. It weighs about 500 pounds.
Giant eagles speak Common and Auran.
COMBAT
A giant eagle typically attacks from a great height, diving earthward at tremendous speed. When it cannot dive, it uses its powerful talons and slashing beak to strike at its target’s head and eyes.
A solitary giant eagle is typically hunting or patrolling in the vicinity of its nest and generally ignores creatures that do not appear threatening. A mated pair attacks in concert, making repeated diving attacks to drive away intruders, and fights to the death to defend their nest or hatchlings.
Evasion (Ex): With a successful Reflex save against an attack that allows a Reflex save for half damage, a giant eagle takes no damage.
Skills: Giant eagles have a +4 racial bonus on Spot checks.
TRAINING A GIANT EAGLE
Although intelligent, a giant eagle requires training before it can bear a rider in combat. To be trained, a giant eagle must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly giant eagle requires six weeks of work and a DC 25 Handle Animal check.
Riding a giant eagle requires an exotic saddle. A giant eagle can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Giant eagle eggs are worth 2,500 gp apiece on the open market, while chicks are worth 4,000 gp each. Professional trainers charge 1,000 gp to rear or train a giant eagle.
Carrying Capacity: A light load for a giant eagle is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.

ELEMENTAL
Elementals are incarnations of the elements that compose existence.
COMBAT
Elementals have varied combat abilities and tactics, but all have the same elemental qualities.
AIR ELEMENTAL

Air Elemental, Small
Air Elemental, Medium
Air Elemental, Large

Small Elemental (Air, Extraplanar)
Medium Elemental (Air, Extraplanar)
Large Elemental (Air, Extraplanar)
Hit Dice:
2d8 (9 hp)
4d8+8 (26 hp)
8d8+24 (60 hp)
Initiative:
+7
+9
+11
Speed:
Fly 100 ft. (perfect) (20 squares)
Fly 100 ft. (perfect) (20 squares)
Fly 100 ft. (perfect) (20 squares)
Armor Class:
17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
18 (+5 Dex, +3 natural), touch 15, flat-footed 13
20 (–1 size, +7 Dex, +4 natural), touch 16, flat-footed 13
Base Attack/Grapple:
+1/–3
+3/+4
+6/+12
Attack:
Slam +5 melee (1d4)
Slam +8 melee (1d6+1)
Slam +12 melee (2d6+2)
Full Attack:
Slam +5 melee (1d4)
Slam +8 melee (1d6+1)
2 slams +12 melee (2d6+2)
Space/Reach:
5 ft./5 ft.
5 ft./5 ft.
10 ft./10 ft.
Special Attacks:
Air mastery, whirlwind
Air mastery, whirlwind
Air mastery, whirlwind
Special Qualities:
Darkvision 60 ft., elemental traits
Darkvision 60 ft., elemental traits
Damage reduction 5/–, darkvision 60 ft., elemental traits
Saves:
Fort +0, Ref +6, Will +0
Fort +3, Ref +9, Will +1
Fort +5, Ref +13, Will +2
Abilities:
Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11
Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11
Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11
Skills:
Listen +2, Spot +3
Listen +3, Spot +4
Listen +5, Spot +6
Feats:
Flyby Attack, Improved InitiativeB, Weapon Finesse B
Dodge, Flyby Attack, Improved Initiative B, Weapon FinesseB
Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Environment:
Elemental Plane of Air
Elemental Plane of Air
Elemental Plane of Air
Organization:
Solitary
Solitary
Solitary
Challenge Rating:
1
3
5
Treasure:
None
None
None
Alignment:
Usually neutral
Usually neutral
Usually neutral
Advancement:
3 HD (Small)
5–7 HD (Medium)
9–15 HD (Large)
Level Adjustment:





Air Elemental, Huge
Air Elemental, Greater
Air Elemental, Elder

Huge Elemental (Air, Extraplanar)
Huge Elemental (Air, Extraplanar)
Huge Elemental (Air, Extraplanar)
Hit Dice:
16d8+64 (136 hp)
21d8+84 (178 hp)
24d8+96 (204 hp)
Initiative:
+13
+14
+15
Speed:
Fly 100 ft. (perfect) (20 squares)
Fly 100 ft. (perfect) (20 squares)
Fly 100 ft. (perfect) (20 squares)
Armor Class:
21 (–2 size, +9 Dex, +4 natural), touch 17, flat-footed 12
26 (–2 size, +10 Dex, +8 natural), touch 18, flat-footed 16
27 (–2 size, +11 Dex, +8 natural), touch 19, flat-footed 16
Base Attack/Grapple:
+12/+24
+15/+28
+18/+32
Attack:
Slam +19 melee (2d8+4)
Slam +23 melee (2d8+5)
Slam +27 melee (2d8+6)
Full Attack:
2 slams +19 melee (2d8+4)
2 slams +23 melee (2d8+5)
2 slams +27 melee (2d8+6)
Space/Reach:
15 ft./15 ft.
15 ft./15 ft.
15 ft./15 ft.
Special Attacks:
Air mastery, whirlwind
Air mastery, whirlwind
Air mastery, whirlwind
Special Qualities:
Damage reduction 5/–, darkvision 60 ft., elemental traits
Damage reduction 10/–, darkvision 60 ft., elemental traits
Damage reduction 10/–, darkvision 60 ft., elemental traits
Saves:
Fort +9, Ref +19, Will +5
Fort +11, Ref +22, Will +9
Fort +12, Ref +25, Will +10
Abilities:
Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Str 20, Dex 31, Con 18, Int 8, Wis 11, Cha 11
Str 22, Dex 33, Con 18, Int 10, Wis 11, Cha 11
Skills:
Listen +11, Spot +12
Listen +14, Spot +14
Listen +29, Spot +29
Feats:
Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative B, Mobility, Spring Attack, Weapon FinesseB
Alertness, Blind-fight, Combat Reflexes, Flyby Attack, Improved Initiative B, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB
Alertness, Blind-fight, Cleave, Combat Reflexes, Flyby Attack, Improved Initiative B, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB
Environment:
Elemental Plane of Air
Elemental Plane of Air
Elemental Plane of Air
Organization:
Solitary
Solitary
Solitary
Challenge Rating:
7
9
11
Treasure:
None
None
None
Alignment:
Usually neutral
Usually neutral
Usually neutral
Advancement:
17–20 HD (Huge)
22–23 HD (Huge)
25–48 HD (Huge)
Level Adjustment:




Air elementals speak Auran, though they rarely choose to do so.
Combat
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.
Air Elemental Sizes



—––—— Whirlwind ——––—
Elemental
Height
Weight
Save DC
Damage
Height
Small
4 ft.
1 lb.
11
1d4
10–20 ft.
Medium
8 ft.
2 lb.
13
1d6
10–30 ft.
Large
16 ft.
4 lb.
16
2d6
10–40 ft.
Huge
32 ft.
8 lb.
22
2d8
10–50 ft.
Greater
36 ft.
10 lb.
25
2d8
10–60 ft.
Elder
40 ft.
12 lb.
28
2d8
10–60 ft.

EARTH ELEMENTAL

Earth Elemental, Small

Earth Elemental, Medium
Earth Elemental, Large

Small Elemental (Earth, Extraplanar)
Medium Elemental (Earth, Extraplanar)
Large Elemental (Earth, Extraplanar)
Hit Dice:
2d8+2 (11 hp)
4d8+12 (30 hp)
8d8+32 (68 hp)
Initiative:
–1
–1
–1
Speed:
20 ft. (4 squares)
20 ft. (4 squares)
20 ft. (4 squares)
Armor Class:
17 (+1 size, –1 Dex, +7 natural), touch 10, flat-footed 17
18 (–1 Dex, +9 natural), touch 9, flat-footed 18
18 (–1 size, –1 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple:
+1/+0
+3/+8
+6/+17
Attack:
Slam +5 melee (1d6+4)
Slam +8 melee (1d8+7)
Slam +12 melee (2d8+7)
Full Attack:
Slam +5 melee (1d6+4)
Slam +8 melee (1d8+7)
2 slams +12 melee (2d8+7)
Space/Reach:
5 ft./5 ft.
5 ft./5 ft.
10 ft./10 ft.
Special Attacks:
Earth mastery, push
Earth mastery, push
Earth mastery, push
Special Qualities:
Darkvision 60 ft., earth glide, elemental traits
Darkvision 60 ft., earth glide, elemental traits
Damage reduction 5/–, earth glide, darkvision 60 ft., elemental traits
Saves:
Fort +4, Ref –1, Will +0
Fort +7, Ref +0, Will +1
Fort +10, Ref +1, Will +2
Abilities:
Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11
Skills:
Listen +3, Spot +2
Listen +4, Spot +3
Listen +6, Spot +5
Feats:
Power Attack
Cleave, Power Attack
Cleave, Great Cleave, Power Attack
Environment:
Elemental Plane of Earth
Elemental Plane of Earth
Elemental Plane of Earth
Organization:
Solitary
Solitary
Solitary
Challenge Rating:
1
3
5
Treasure:
None
None
None
Alignment:
Usually neutral
Usually neutral
Usually neutral
Advancement:
3 HD (Small)
5–7 HD (Medium)
9–15 HD (Large)
Level Adjustment:





Earth Elemental, Huge
Earth Elemental, Greater
Earth Elemental, Elder

Huge Elemental (Earth, Extraplanar)
Huge Elemental (Earth, Extraplanar)
Huge Elemental (Earth, Extraplanar)
Hit Dice:
16d8+80 (152 hp)
21d8+105 (199 hp)
24d8+120 (228 hp)
Initiative:
–1
–1
–1
Speed:
30 ft. (6 squares)
30 ft. (6 squares)
30 ft. (6 squares)
Armor Class:
18 (–2 size, –1 Dex, +11 natural), touch 7, flat-footed 18
20 (–2 size, –1 Dex, +13 natural), touch 7, flat-footed 20
22 (–2 size, –1 Dex, +15 natural), touch 7, flat-footed 22
Base Attack/Grapple:
+12/+29
+15/+33
+18/+37
Attack:
Slam +19 melee (2d10+9)
Slam +23 melee (2d10+10)
Slam +27 melee (2d10+11/19–20)
Full Attack:
2 slams +19 melee (2d10+9)
2 slams +23 melee (2d10+10) 2
slams +27 melee (2d10+11/19–20)
Space/Reach:
15 ft./15 ft.
15 ft./15 ft.
15 ft./15 ft.
Special Attacks:
Earth mastery, push
Earth mastery, push
Earth mastery, push
Special Qualities:
Damage reduction 5/–, earth glide, darkvision 60 ft., elemental traits
Damage reduction 10/–, earth glide, darkvision 60 ft., elemental traits
Damage reduction 10/–, earth glide, darkvision 60 ft., elemental traits
Saves:
Fort +15, Ref +4, Will +7
Fort +17, Ref +6, Will +9
Fort +19, Ref +7, Will +10
Abilities:
Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11
Str 31, Dex 8, Con 21, Int 8, Wis 11, Cha 11
Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11
Skills:
Listen +10, Spot +9
Listen +14, Spot +14
Listen +29, Spot +29
Feats:
Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack
Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack
Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack
Environment:
Elemental Plane of Earth
Elemental Plane of Earth
Elemental Plane of Earth
Organization:
Solitary
Solitary
Solitary
Challenge Rating:
7
9
11
Treasure:
None
None
None
Alignment:
Usually neutral
Usually neutral
Usually neutral
Advancement:
17–20 HD (Huge)
22–23 HD (Huge)
25–48 HD (Huge)
Level Adjustment:




When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from.
Earth elementals speak Terran but rarely choose to do so.
Combat
Though an earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water but prefers not to.
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. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.
Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. 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.
Earth Elemental Sizes
Elemental
Height
Weight
Elemental
Height
Weight
Small
4 ft.
80 lb.
Huge
32 ft.
48,000 lb.
Medium
8 ft.
750 lb.
Greater
36 ft.
54,000 lb.
Large
16 ft.
6,000 lb.
Elder
40 ft.
60,000 lb.

FIRE ELEMENTAL

Fire Elemental, Small
Fire Elemental, Medium
Fire Elemental, Large

Small Elemental (Fire, Extraplanar)
Medium Elemental (Fire, Extraplanar)
Large Elemental (Fire, Extraplanar)
Hit Dice:
2d8 (9 hp)
4d8+8 (26 hp)
8d8+24 (60 hp)
Initiative:
+5
+7
+9
Speed:
50 ft. (10 squares)
50 ft. (10 squares)
50 ft. (10 squares)
Armor Class:
15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14
16 (+3 Dex, +3 natural), touch 13, flat-footed 13
18 (–1 size, +5 Dex, +4 natural), touch 14, flat-footed 13
Base Attack/Grapple:
+1/–3
+3/+4
+6/+12
Attack:
Slam +3 melee (1d4 plus 1d4 fire)
Slam +6 melee (1d6+1 plus 1d6 fire)
Slam +10 melee (2d6+2 plus 2d6 fire)
Full Attack:
Slam +3 melee (1d4 plus 1d4 fire)
Slam +6 melee (1d6+1 plus 1d6 fire)
2 slams +10 melee (2d6+2 plus 2d6 fire)
Space/Reach:
5 ft./5 ft.
5 ft./5 ft.
10 ft./10 ft.
Special Attacks:
Burn
Burn
Burn
Special Qualities:
Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Saves:
Fort +0, Ref +4, Will +0
Fort +3, Ref +7, Will +1
Fort +5, Ref +11, Will +2
Abilities:
Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11
Skills:
Listen +2, Spot +3
Listen +3, Spot +4
Listen +5, Spot +6
Feats:
Dodge, Improved InitiativeB, Weapon FinesseB
Dodge, Improved InitiativeB, Mobility, Weapon FinesseB
Dodge, Improved Initiative B, Mobility, Spring Attack, Weapon FinesseB
Environment:
Elemental Plane of Fire
Elemental Plane of Fire
Elemental Plane of Fire
Organization:
Solitary
Solitary
Solitary
Challenge Rating:
1
3
5
Treasure:
None
None
None
Alignment:
Usually neutral
Usually neutral
Usually neutral
Advancement:
3 HD (Small)
5–7 HD (Medium)
9–15 HD (Large)
Level Adjustment:





Fire Elemental, Huge
Fire Elemental, Greater
Fire Elemental, Elder

Huge Elemental (Fire, Extraplanar)
Huge Elemental (Fire, Extraplanar)
Huge Elemental (Fire, Extraplanar)
Hit Dice:
16d8+64 (136 hp)
21d8+84 (178 hp)
24d8+96 (204 hp)
Initiative:
+11
+12
+13
Speed:
60 ft. (12 squares)
60 ft. (12 squares)
60 ft. (12 squares)
Armor Class:
19 (–2 size, +7 Dex, +4 natural), touch 15, flat-footed 12
24 (–2 size, +8 Dex, +8 natural), touch 16, flat-footed 16
25 (–2 size, +9 Dex, +8 natural), touch 17, flat-footed 16
Base Attack/Grapple:
+12/+24
+15/+28
+18/+32
Attack:
Slam +17 melee (2d8+4 plus 2d8 fire)
Slam +22 melee (2d8+5 plus 2d8 fire)
Slam +26 melee (2d8+6 plus 2d8 fire)
Full Attack:
2 slams +17 melee (2d8+4 plus 2d8 fire)
2 slams +22 melee (2d8+5 plus 2d8 fire)
2 slams +26 melee (2d8+6 plus 2d8 fire)
Space/Reach:
15 ft./15 ft.
15 ft./15 ft.
15 ft./15 ft.
Special Attacks:
Burn
Burn
Burn
Special Qualities:
Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Saves:
Fort +9, Ref +17, Will +7
Fort +11, Ref +20, Will +9
Fort +14, Ref +23, Will +10
Abilities:
Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11
Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11
Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills:
Listen +11, Spot +12
Listen +14, Spot +14
Listen +28, Spot +29
Feats:
Alertness, Combat Reflexes, Dodge, Improved Initiative B, Iron Will, Mobility, Spring Attack, Weapon FinesseB
Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative B, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam)
Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative B, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam)
Environment:
Elemental Plane of Fire
Elemental Plane of Fire
Elemental Plane of Fire
Organization:
Solitary
Solitary
Solitary
Challenge Rating:
7
9
11
Treasure:
None
None
None
Alignment:
Usually neutral
Usually neutral
Usually neutral
Advancement:
17–20 HD (Huge)
22–23 HD (Huge)
25–48 HD (Huge)
Level Adjustment:




A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it.
Fire elementals speak Ignan, though they rarely choose to do so.
Combat
A fire elemental is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning the creatures and objects of the Material Plane to ashes.
Burn (Ex): A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental‘s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental’s size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.
Fire Elemental Sizes
Elemental
Height
Weight
Burn Save DC
Small
4 ft.
1 lb.
11
Medium
8 ft.
2 lb.
14
Large
16 ft.
4 lb.
17
Huge
32 ft.
8 lb.
22
Greater
36 ft.
10 lb.
24
Elder
40 ft.
12 lb.
26

WATER ELEMENTAL

Water Elemental, Small
Water Elemental, Medium
Water Elemental, Large

Small Elemental (Water, Extraplanar)
Medium Elemental (Water, Extraplanar)
Large Elemental (Water, Extraplanar)
Hit Dice:
2d8+2 (11 hp)
4d8+12 (30 hp)
8d8+32 (68 hp)
Initiative:
+0
+1
+2
Speed:
20 ft. (4 squares), swim 90 ft.
20 ft. (4 squares), swim 90 ft.
20 ft. (4 squares), swim 90 ft.
Armor Class:
17 (+1 size, +6 natural), touch 11, flat-footed 17
19 (+1 Dex, +8 natural), touch 11, flat-footed 18
20 (–1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple:
+1/–1
+3/+6
+6/+15
Attack:
Slam +4 melee (1d6+3)
Slam +6 melee (1d8+4)
Slam +10 melee (2d8+5)
Full Attack:
Slam +4 melee (1d6+3)
Slam +6 melee (1d8+4)
2 slams +10 melee (2d8+5)
Space/Reach:
5 ft./5 ft.
5 ft./5 ft.
10 ft./10 ft.
Special Attacks:
Water mastery, drench, vortex
Water mastery, drench, vortex
Water mastery, drench, vortex
Special Qualities:
Darkvision 60 ft., elemental traits
Darkvision 60 ft., elemental traits
Damage reduction 5/–, darkvision 60 ft., elemental traits
Saves:
Fort +4, Ref +0, Will +0
Fort +7, Ref +2, Will +1
Fort +10, Ref +4, Will +2
Abilities:
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11
Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11
Skills:
Listen +2, Spot +3
Listen +3, Spot +4
Listen +5, Spot +6
Feats:
Power Attack
Cleave, Power Attack
Cleave, Great Cleave, Power Attack
Environment:
Elemental Plane of Water
Elemental Plane of Water
Elemental Plane of Water
Organization:
Solitary
Solitary
Solitary
Challenge Rating:
1
3
5
Treasure:
None
None
None
Alignment:
Usually neutral
Usually neutral
Usually neutral
Advancement:
3 HD (Small)
5–7 HD (Medium)
9–15 HD (Large)
Level Adjustment:





Water Elemental, Huge
Water Elemental, Greater
Water Elemental, Elder

Huge Elemental (Water, Extraplanar)
Huge Elemental (Water, Extraplanar)
Huge Elemental (Water, Extraplanar)
Hit Dice:
16d8+80 (152 hp)
21d8+105 (199 hp)
24d8+120 (228 hp)
Initiative:
+4
+5
+6
Speed:
30 ft. (6 squares), swim 120 ft.
30 ft. (6 squares), swim 120 ft.
30 ft. (6 squares), swim 120 ft.
Armor Class:
21 (–2 size, +4 Dex, +9 natural), touch 12, flat-footed 17
22 (–2 size, +5 Dex, +9 natural), touch 13, flat-footed 17
23 (–2 size, +6 Dex, +9 natural), touch 14, flat-footed 17
Base Attack/Grapple:
+12/+27
+15/+31
+18/+35
Attack:
Slam +17 melee (2d10+7)
Slam +21 melee (2d10+8)
Slam +25 melee (2d10+9/19–20)
Full Attack:
2 slams +17 melee (2d10+7)
2 slams +21 melee (2d10+8)
2 slams +25 melee (2d10+9/19–20)
Space/Reach:
15 ft./15 ft.
15 ft./15 ft.
15 ft./15 ft.
Special Attacks:
Water mastery, drench, vortex
Water mastery, drench, vortex
Water mastery, drench, vortex
Special Qualities:
Damage reduction 5/–, darkvision 60 ft., elemental traits
Damage reduction 10/–, darkvision 60 ft., elemental traits
Damage reduction 10/–, darkvision 60 ft., elemental traits
Saves:
Fort +15, Ref +9, Will +7
Fort +17, Ref +14, Will +9
Fort +19, Ref +16, Will +10
Abilities:
Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11
Str 26, Dex 20, Con 21, Int 8, Wis 11, Cha 11
Str 28, Dex 22, Con 21, Int 10, Wis 11, Cha 11
Skills:
Listen +11, Spot +12
Listen +14, Spot +14
Listen +29, Spot +29
Feats:
Alertness, Cleave, Great Cleave, Power Attack, Improved Bull Rush, Iron Will
Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack
Alertness, Cleave, Great Cleave, Improved Critical (slam), Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack
Environment:
Elemental Plane of Water
Elemental Plane of Water
Elemental Plane of Water
Organization:
Solitary
Solitary
Solitary
Challenge Rating:
7
9
11
Treasure:
None
None
None
Alignment:
Usually neutral
Usually neutral
Usually neutral
Advancement:
17–20 HD (Huge)
22–23 HD (Huge)
25–48 HD (Huge)
Level Adjustment:




A water elemental can’t venture more than 180 feet from the body of water from which it was conjured.
Water elementals speak Aquan but rarely choose to do so.
Combat
A water elemental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents.
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.
Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).
Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex’s effects varies with the elemental’s size. The save DC is Strength-based.
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it.
Skills: A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Water Elemental Sizes



––—––—— Vortex ——––––—
Elemental
Height
Weight
Save DC
Damage
Height
Small
4 ft.
34 lb.
13
1d4
10–20 ft.
Medium
8 ft.
280 lb.
15
1d6
10–30 ft.
Large
16 ft.
2,250 lb.
19
2d6
10–40 ft.
Huge
32 ft.
18,000 lb.
25
2d8
10–50 ft.
Greater
36 ft.
21,000 lb.
28
2d8
10–60 ft.
Elder
40 ft.
24,000 lb.
31
2d8
10–60 ft.

ELF


Elf, 1st-Level Warrior
Drow, 1st-Level Warrior

Medium Humanoid (Elf )
Medium Humanoid (Elf )
Hit Dice:
1d8 (4 hp)
1d8 (4 hp)
Initiative:
+1
+1
Speed:
30 ft. (6 squares)
30 ft. (6 squares)
Armor Class:
15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14
16 (+1 Dex, +4 chain shirt, +1 light shield) touch 11, flat-footed 15
Base Attack/Grapple:
+1/+2
+1/+2
Attack:
Longsword +2 melee (1d8+1/19–20) or longbow +3 ranged (1d8/x3)
Rapier +3 melee (1d6+1/18–20) or hand crossbow +2 ranged (1d4/19–20)
Full Attack:
Longsword +2 melee(1d8+1/19–20) or longbow +3 ranged (1d8/x3)
Rapier +3 melee (1d6+1/18–20) or hand crossbow +2 ranged (1d4/19–20)
Space/Reach:
5 ft./5 ft.
5 ft./5 ft.
Special Attacks:
None
Poison, spell-like abilities
Special Qualities:
Elven traits
Drow traits, spell resistance 12
Saves:
Fort +2, Ref +1, Will –1*
Fort +2, Ref +1, Will –1*
Abilities:
Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Str 13, Dex 13, Con 10, Int 12, Wis 9, Cha 10
Skills:
Hide +1, Listen +2, Search +3, Spot +2
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