3e SRD:Elemental
This material is published under the OGL |
Climate/Terrain: | Any land and underground |
---|---|
Organization: | Solitary |
Challenge Rating: | Small 1; Medium 3; Large 5; Huge 7; Greater 9; Elder 11 |
Treasure: | None |
Alignment: | Usually neutral |
Advancement: | Small 3 HD (Small); Medium 5-7 HD (Medium- size); Large 9-15 HD (Large); Huge 17-20 HD (Huge); Greater 22-23 HD (Huge); Elder 25+ HD (Huge) |
Combat
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Combat
Air Mastery (Ex): Airborne creatures suffer a -1 penalty to 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.
Creatures one or more sizes smaller than the elemental might take damage when caught in the whirlwind (see the following table for details) and may be lifted into the air. An affected creature must succeed at a Reflex save when it comes into contact with the whirlwind or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the listed 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.
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 one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).
—––—— 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. | 27 | 2d8 | 10–60 ft. |
See Also
- Small Air Elemental
- Medium Air Elemental
- Large Air Elemental
- Huge Air Elemental
- Greater Air Elemental
- Elder Air Elemental
Earth Elemental
Earth elementals speak Terran but rarely choose to do so.
Combat
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. |
Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or waterborne, the elemental suffers a -4 penalty to attack and damage. (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.
See Also
- Small Earth Elemental
- Medium Earth Elemental
- Large Earth Elemental
- Huge Earth Elemental
- Greater Earth Elemental
- Elder Earth Elemental
Fire Elemental
Fire elementals speak Ignan, though they rarely choose to do so. When one does, its voice sounds like the crackle and hiss of a great fire.
Combat
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 |
Burn (Ex): Those hit by a fire elemental‘s slam attack must succeed at a Reflex save or catch fire. The flame burns for 1d4 rounds. The save DC varies with the elemental’s size. A burning creature can take a move-equivalent action to put out the flame.
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 fire unless they succeed at a Reflex save.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
See Also
- Small Fire Elemental
- Medium Fire Elemental
- Large Fire Elemental
- Huge Fire Elemental
- Greater Fire Elemental
- Elder Fire Elemental
Water Elemental
Water elementals speak Aquan but rarely choose to do so.
Combat
Water Mastery (Ex): A water elemental gains a +1 attack and damage bonus if both it and its opponent touch water. If the opponent or elemental is landbound, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. The 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 cast by a sorcerer whose level equals the elemental’s HD total.
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.
Creatures one or more sizes 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 at a Reflex save when it comes into contact with the vortex or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim 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 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 one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).
––—––—— 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. | 26 | 2d8 | 10–60 ft. |
Elder | 40 ft. | 24,000 lb. | 29 | 2d8 | 10–60 ft. |
See Also
- Small Water Elemental
- Medium Water Elemental
- Large Water Elemental
- Huge Water Elemental
- Greater Water Elemental
- Elder Water Elemental
Back to Main Page → 3e Open Game Content → System Reference Document → Creatures