Elemental Template

Water Creatures

Elemental creatures may be adapted to dwell on elemental planes, or may simple dwell in extreme environments on the material plane. They come in four varieties: Air creatures, earth creatures, fire creatures and water creatures.

Elemental creatures share the following characteristics:

  1. Elementa animals and vermin become magical beasts; other creatures retain their normal type.
  2. The attacks of an elemental creature inflict an additional 1d6 points of energy damage, as follows: Air creatures deal electricity (lightning) or sonic (thunder) damage, Earth creatures deal acid damage, Fire creatures deal fire damage and Water creatures deal cold damage.
  3. Most elemental creatures have resistance to the energy damage they can inflict; i.e. Air creatures have resistance to electricity damage; fire creatures are completely immune to fire.
  4. Air creatures have a fly speed equal to twice their land speed and need not breath (i.e. they are immune to gases). If the base creature already has a fly speed, double it.
  5. Earth creatures have a burrow speed equal to their base land speed and have a +4 AC against bull rush and trip attacks. If the base creature already has a burrow speed, double it.
  6. Water creatures have a swim speed equal to twice their base land speed and can breathe water. If the base creature already has a swim speed, double it

Elemental creatures might also have one or more additional powers.

Air Creatures

Gaseous Body: Creature’s body is composed of gas; suffers half damage from physical weapons and can take gaseous form at will

Spit Lightning: Creature can spit a 100‐ft. long line of lightning three times per day, inflicting 3d6 points of damage (Reflex for half)

Wall of Wind: Monster is always protected by a wall of wind (per the spell)

Whirlwind: Monster is surrounded by a constant wind, which is can turn into a whirlwind 3/day for 1 minute each time; the whirlwind work as the similar air elemental power

Wind Breath: Monster can breathe a gust of wind (as the spell) up to three times per day

Wreathed in Electricity: All creatures within 5 feet suffer 1d6 points of damage per round (Fortitude save for half damage)

Earth Creatures

Acidic Skin: All creatures that come in contact with the monster’s skin suffer 1d4 points of acid damage; weapons that touch it must pass an item saving throw or be destroyed

Breathe Acid: Monster can breathe a cone (20‐ft.) of acid three times per day, inflicting 3d6 points of damage (Reflex for half)

Control Rocks: The monster can control rocks (per the animate object spell), animating 3 rocks up to boulder size per day

Earthglide: Monster can move through rock and stone as easily as it moves through air, per earth elementals

Rock Body: The monster’s body is composed of stone; the effect is like that of the stoneskin spell

Stomp: The monster can stomp, per the spell, three times per day

Fire Creatures

Fire Breath: Monster can breathe a cone (20‐ft.) of fire three times per day, inflicting 3d6 points of damage (Reflex for half)

Heat Aura: All creatures within 15 feet suffer 1 point of fire damage per round (Fortitude save to negate)

Heat Metal: As the spell heat metal, usable three times per day Incendiary Cloud: Monster can surround itself in an incendiary cloud, per the spell, once per day

Magma Body: Monster’s body is composed of magma; touch deals 2d6 points of damage and can melt down and move like an ooze

Wreathed in Fire: All monsters within 5 feet suffer 1d6 points of damage per round (Fortitude save for half damage)

Water Creatures

Chill Metal: As the spell, three times per day

Cold Aura: All creatures within 15 feet suffer 1 point of cold damage per round (Fortitude save to negate)

Ice Body: Monster’s body is composed of ice; touch deals 2d6 points of damage and suffers half damage from piercing and slashing weapons

Ice Breath: Monster can breathe a cone (20‐ft.) of cold three times per day, inflicting 3d6 points of damage

Spit Water: Monster can spit a powerful stream of water 100‐ft. long that inflicts 3d6 points of damage and knocks the target prone (Reflex save to halve damage; Fortitude save to avoid being knocked prone)

Water Body: Monster’s body is composed of water; it can move through small cracks and suffers half damage from physical weapons

Sample Elemental Creatures

Elemental Air Eagle (Lightning Bird)

Small Magical Beast, Neutral (N), Animal Int.: HD 1; AC 14; ATK 2 talons (1d4 + 1d6 electricity) and bite (1d4 + 1d6 electricity); MV 10 (Fly 80); Save F14, R13, W18; XP 100 (CL 2); Special: Resist electricity, need not breath.

Elemental Earth Giant Ape (Rock Ape)

Large Magical Beast, Neutral (N), Animal Int.: HD 5; AC 15; ATK 2 claws (1d8 + 1d6 acid + rend) and bite (1d8 + 1d6 acid); MV 30 (Climb 15, Burrow 30); Save F10, R11, W16; XP 500 (CL 6); Special: Resistance to acid, +4 AC vs. bull rush and trip attacks.

Elemental Fire Rhinoceros (Pyroceros)

Large Magical Beast, Neutral (N), Animal Int.: HD 8; AC 16; ATK 1 gore (2d8 + 1d6 fire); MV 30; Save F8, R9, W14; XP 800 (CL 9); Special: Resistance to fire, +4 AC vs. bull rush and trip attacks.

Elemental Water Octopus (Hydropus)

Small Magical Beast, Neutral (N), Animal Int.: HD 2; AC 16; ATK Arms (grapple + 1d6 cold) and bite (1d8 + 1d6 cold); MV 20 (Swim 40); Save F13, R12, W18; XP 200 (CL 3); Special: Resistance to cold.


License: B&T OGL

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