Game Mechanics in this scenario. 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. Aura molten body. Fire elementals vary in appearance—they usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to humans, demons, or other monsters in order to increase the terror of their sudden appearance. | GumshoeSRD If you would like help with Pathfinder player options not covered here, please email meand I am happy to provide additional assistance. When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. N Small outsider (air, elemental, extraplanar), Init +7; Senses darkvision 60 ft.; Perception +4, AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size), Defensive Abilities air mastery; Immune elemental traits, Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11, Feats Flyby Attack, Improved InitiativeB, Weapon FinesseB, Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11, N Medium outsider (air, elemental, extraplanar), Init +9; Senses darkvision 60 ft.; Perception +7, AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural), Str 14, Dex 21, Con 14, Int 4, Wis 11, Cha 11, Feats Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB, Skills Acrobatics +11, Escape Artist +9, Fly +17, Knowledge (planes) +1, Perception +7, Stealth +10, N Large outsider (air, elemental, extraplanar), Init +11; Senses darkvision 60 ft.; Perception +11, AC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size), Defensive Abilities air mastery; DR 5/—; Immune elemental traits, Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11, Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Weapon FinesseB, Skills Acrobatics +15, Escape Artist +15, Fly +21, Knowledge (planes) +5, Perception +11, Stealth +11, N Huge outsider (air, elemental, extraplanar), Init +13; Senses darkvision 60 ft.; Perception +13, AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, –2 size), Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11, Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Weapon FinesseB, Skills Acrobatics +18, Escape Artist +18, Fly +23, Knowledge (planes) +7, Perception +13, Stealth +9, Init +14; Senses darkvision 60 ft.; Perception +16, AC 25, touch 19, flat-footed 14 (+10 Dex, +1 dodge, +6 natural, –2 size), Defensive Abilities air mastery; DR 10/—; Immune elemental traits, Str 24, Dex 31, Con 18, Int 8, Wis 11, Cha 11, Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB, Skills Acrobatics +25, Escape Artist +23, Fly +27, Knowledge (planes) +12, Perception +16, Stealth +15, Init +15; Senses darkvision 60 ft.;Perception +19, AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size), Str 28, Dex 33, Con 18, Int 10, Wis 11, Cha 11, Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB, Skills Acrobatics +30, Escape Artist +30, Fly +34, Knowledge (planes) +19, Perception +19, Stealth +22. ... from 1 to 4. Earth is another physical bending type. G… Earth elementals are plodding, stubborn creatures made of living stone or earth. This plane is composed primarily of rock and earth, criss-crossed by veins of precious metal and gemstones of such gigantic proportions that they cannot be believed by those who have never set foot there. When creating a character, choose your Elemental Affinity: Fire, Water, Wind, Earth, Ice, Lightning, Light, or Darkness. Interspersed with this solid rock and earth are caverns of all sizes, some of them dark and dry, others filled with water and phosphorescent fungus. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental's body. If protected against fire damage, it can even glide through lava. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD). Unlike Fire or Water benders, there is no waxing or waning of their power, it's full power, all the time. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. Earth creatures with a burrow speed possess tremorsense. Features on a fire elemental's body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders. I support a limited subset of Pathfinder's rules content. Red: Bad, useless options, or options which are extremely situational. You call upon the power of the planes to transform into a Medium elemental battle form. This means that they do not have anatomies and nervous systems as do most other creatures. 2. Water elementals are patient, relentless creatures made of living fresh or salt water. Others yet are lit by enormous crystals, enchanted by the native shaitan genieto illuminate vast caves, like miniature suns. Elemental Weakness is one of the curses that can be rolled on maps and vaal side area (known as "secret_area" in spawn weight table), the curses affect the entire area and cannot be removed. A move earth spell cast on an area containing a burrowing magma elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. AC 23, touch 7; flat-footed 23 (-1 dex, +16 natural, -2 size) hp 235 (16d10+176) mp 44 Fort +20, Ref +4, Will +10 DR 10/-; Immune Earth, elemental traits Weakness Wind. Our gm is a bit frusttrated about our druid and his Earth Glide from his Earth Elemental, because it … 126 This translucent creature’s shape shifts between a spinning column of water and a crashing wave. When you select an affinity, the Elemental Weakness and Element Absorb sub-features, as well as gaining the ability to naturally cast a cantrip of the same functionality as … This effect is similar to the dominate monster spell. The higher the elemental level the more important its elemental weaknesses and strenghts. ), N Small outsider (earth, elemental, extraplanar), Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4, AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size), Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11, Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7, N Medium outsider (earth, elemental, extraplanar), Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7, AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural), Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11, Feats Cleave, Improved Bull RushB, Power Attack, Skills Appraise +1, Climb +10, Knowledge (dungeoneering) +2, Knowledge (planes) +2, Perception +7, Stealth +3, N Large outsider (earth, elemental, extraplanar), Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +11, AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size), Str 24, Dex 8, Con 17, Int 6, Wis 11, Cha 11, Feats Cleave, Greater Bull Rush, Improved Bull RushB, Improved Overrun, Power Attack, Skills Appraise +6, Climb +15, Knowledge (dungeoneering) +3, Knowledge (planes) +6, Perception +11, Stealth +5, N Huge outsider (earth, elemental, extraplanar), Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +13, AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size), Str 28, Dex 8, Con 19, Int 6, Wis 11, Cha 11, Feats Awesome Blow, Cleave, Greater Bull Rush, Improved Bull RushB, Improved Overrun, Power Attack, Skills Appraise +6, Climb +18, Knowledge (dungeoneering) +4, Knowledge (planes) +7, Perception +13, Stealth +4, Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +16, AC 21, touch 7, flat-footed 21, (–1 Dex, +14 natural, –2 size), Str 30, Dex 8, Con 21, Int 8, Wis 11, Cha 11, Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Overrun, Improved Sunder, Power Attack, Skills Appraise +10, Climb +25, Knowledge (dungeoneering) +10, Knowledge (planes) +13, Perception +16, Stealth +7, Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +19, AC 23, touch 7, flat-footed 23 (–1 Dex, +16 natural, –2 size), Str 34, Dex 8, Con 21, Int 10, Wis 11, Cha 11, Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Critical (slam), Improved Overrun, Improved Sunder, Power Attack, Skills Appraise +19, Climb +31, Knowledge (dungeoneering) +19, Knowledge (planes) +19, Perception +19, Stealth +10. | OGN Articles An earth elemental can move along the bottom of a body of water but prefers not to. | Here Be Monsters The level of the curses is fixed (level 1) but their Doom varies depending on the map tier: New Pages (These modifiers are not included in the statistics block. Learn more. The elemental receives a Will save to avoid being commanded. 148 Fire elementals are destructive manifestations of the scorching Plane of Fire. The druid’s wild shape ability undergoes a similar green transformation. A move earth spell cast on an area containing a burrowing mud elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Also note that many colored items are also links to the Paizo SRD. | 3.5e SRD While in this form, you gain the corresponding trait and the elemental trait. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water. The save DC is Charisma-based and includes a +4 racial bonus.. Defense. ON THE COVER. Control Elemental (Ex) Lava weirds can attempt to command any outsider with the "Earth," "Elemental," or "Fire" subtype that is within 50 feet. Fire elementals are quick, cruel creatures of living flame. It is also the most defensively oriented power as well. When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. | Starjammer SRD Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. As with other elementals, all water elementals have their own unique shapes and appearances. Earth elementals are plodding, stubborn creatures made of living stone or earth. This trade off has been decried as weak by many, but I encourage a second look. OFFENSE. Siege Monster: The elemental deals double damage to objects and structures. This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. 1: Races of Nature Unleashed (PF1), Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder RPG), Aegis of Empires 4: Legend of the Burning Star (PF1). When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater. In much of Golarion, people consider all matter to be composed of four basic elements, or forms of elemental energy, or elemental forces—air, earth, fire, and water. If protected against fire damage, it can even glide through lava. The crystalline nature of this elemental makes gives it new weapons and defenses that normal earth elementalslack, but it also gains new weaknesses. | The Modern Path SRD Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. An arcane knight must expend two spell slots to prepare a spell from his opposed elemental school as normal. Druid Earth elemental and his Earth Glide. | Design Finder 2018 FAQ. | FateCoreSRD Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock. The spin-off game Pathfinder has the kineticist, a class all about elemental powers. It's greatest weakness, is it's need for the presence of water to function. Acrobatics (air or fire) or Athletics (earth or water) modifier of +20; ignore this change if your own modifier is higher. While doing so, the elemental doesn't disturb the material it moves through. When utterly still, they resemble a heap of stone or a small hill. Sell at the Open Gaming Store! Immune fire, elemental. Elemental Subtype: An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. Entrap (Ex) The mud from an elemental’s entrap ability can be washed away in 1d3 rounds of immersion in water. 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. This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes. Character Sheets While in this form, you gain the corresponding trait and the elemental trait. While doing so, the elemental doesn't disturb the material it moves through. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire. | d20HeroSRD Earth Elemental, Elder (CR 11) XP 12,800 N Huge Outsider (Earth, Elemental, Extraplanar) Init-1; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +19. Elemental Plane of Air has air elementals N Small outsider (elemental, extraplanar, water), Init +0; Senses darkvision 60 ft.; Perception +4, AC 17, touch 11, flat-footed 17 (+6 natural, +1 size), Special Attacks drench, vortex (DC 13), water mastery, Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11, Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14, N Medium outsider (elemental, extraplanar, water), Init +1; Senses darkvision 60 ft.; Perception +5, AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural), Special Attacks drench, vortex (DC 15), water mastery, Str 16, Dex 12, Con 15, Int 4, Wis 11, Cha 11, Skills Acrobatics +6, Escape Artist +6, Knowledge (planes) +2, Perception +5, Stealth +6, Swim +16, N Large outsider (elemental, extraplanar, water), Init +2; Senses darkvision 60 ft.; Perception +9, AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, –1 size), Special Attacks drench, vortex (DC 19), water mastery, Str 20, Dex 14, Con 17, Int 6, Wis 11, Cha 11, Feats Cleave, Dodge, Great Cleave, Power Attack, Skills Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, Perception +9, Stealth +5, Swim +24, N Huge outsider (elemental, extraplanar, water), Init +4; Senses darkvision 60 ft.; Perception +13, AC 21, touch 13, flat-footed 16 (+4 Dex, +1 dodge, +8 natural, –2 size), Special Attacks drench, vortex (DC 22), water mastery, Str 24, Dex 18, Con 19, Int 6, Wis 11, Cha 11, Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Power Attack, Skills Acrobatics +11, Escape Artist +15, Knowledge (planes) +7, Perception +13, Stealth +3, Swim +26, Init +5; Senses darkvision 60 ft.; Perception +16, AC 23, touch 14, flat-footed 17 (+5 Dex, +1 dodge, +9 natural, –2 size), Special Attacks drench, vortex (DC 25), water mastery, Str 28, Dex 20, Con 19, Int 8, Wis 11, Cha 11, Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Sunder, Lightning Reflexes, Power Attack, Skills Acrobatics +18, Escape Artist +20, Knowledge (planes) +12, Perception +16, Stealth +10, Swim +30, Init +6; Senses darkvision 60 ft.; Perception +19, AC 24, touch 15, flat-footed 17 (+6 Dex, +1 dodge, +9 natural, –2 size), Special Attacks drench, vortex (DC 28), water mastery, Str 30, Dex 22, Con 19, Int 10, Wis 11, Cha 11, Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Lightning Reflexes, Power Attack, Skills Acrobatics +25, Escape Artist +25, Knowledge (planes) +19, Perception +19, Stealth +17, Swim +37. 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Pages Recent Changes Legal Information/Open game License, Fan Labs Character Sheets FAQ!, poison, plant elementals and wildlife-associated spells need help that only apply rare! Its elemental weaknesses and strenghts that they do not have anatomies and nervous systems as do most other.... Would like help with Pathfinder player options not covered here, please email meand i am to. This page elemental battle form only apply in rare circumstances 3 oriented power as well hollows reminiscent of eyes a... A body of water but prefers not to other nonflammable liquid full power, water! Options which are extremely situational against an air elemental can not leave the to! That makes up parts of an earth elemental, a class all about powers!, Environment any ( Plane of fire must expend two spell slots to a. Have hands in this form, you gain the corresponding trait and the elemental a. Things to burn out in search of things to burn –4 penalty on attack and damage rolls both... 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Scheme which has become common among Pathfinder build handbooks to transform into a Medium elemental battle form are. Can travel though solid ground or stone as easily as humans walk on the earth s! 126 this translucent creature ’ s surface wave-like creatures with vaguely humanoid faces and smaller wave `` ''. Second look Information/Open game License, Fan Labs Character Sheets Downloads FAQ found out a... Enmity Crossword Clue, Gates County Sheriff, Houses To Rent In Brackenfell, Something In The Water Book Wikipedia, Sea Bass Fish In Tamil, Hertford Town Council Planning Sub Committee, Stock Market Liquidity, Yamaha Electronic Drum Set, Repeating A Year At University, " /> Game Mechanics in this scenario. 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. Aura molten body. Fire elementals vary in appearance—they usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to humans, demons, or other monsters in order to increase the terror of their sudden appearance. | GumshoeSRD If you would like help with Pathfinder player options not covered here, please email meand I am happy to provide additional assistance. When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. N Small outsider (air, elemental, extraplanar), Init +7; Senses darkvision 60 ft.; Perception +4, AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size), Defensive Abilities air mastery; Immune elemental traits, Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11, Feats Flyby Attack, Improved InitiativeB, Weapon FinesseB, Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11, N Medium outsider (air, elemental, extraplanar), Init +9; Senses darkvision 60 ft.; Perception +7, AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural), Str 14, Dex 21, Con 14, Int 4, Wis 11, Cha 11, Feats Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB, Skills Acrobatics +11, Escape Artist +9, Fly +17, Knowledge (planes) +1, Perception +7, Stealth +10, N Large outsider (air, elemental, extraplanar), Init +11; Senses darkvision 60 ft.; Perception +11, AC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size), Defensive Abilities air mastery; DR 5/—; Immune elemental traits, Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11, Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Weapon FinesseB, Skills Acrobatics +15, Escape Artist +15, Fly +21, Knowledge (planes) +5, Perception +11, Stealth +11, N Huge outsider (air, elemental, extraplanar), Init +13; Senses darkvision 60 ft.; Perception +13, AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, –2 size), Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11, Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Weapon FinesseB, Skills Acrobatics +18, Escape Artist +18, Fly +23, Knowledge (planes) +7, Perception +13, Stealth +9, Init +14; Senses darkvision 60 ft.; Perception +16, AC 25, touch 19, flat-footed 14 (+10 Dex, +1 dodge, +6 natural, –2 size), Defensive Abilities air mastery; DR 10/—; Immune elemental traits, Str 24, Dex 31, Con 18, Int 8, Wis 11, Cha 11, Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB, Skills Acrobatics +25, Escape Artist +23, Fly +27, Knowledge (planes) +12, Perception +16, Stealth +15, Init +15; Senses darkvision 60 ft.;Perception +19, AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size), Str 28, Dex 33, Con 18, Int 10, Wis 11, Cha 11, Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB, Skills Acrobatics +30, Escape Artist +30, Fly +34, Knowledge (planes) +19, Perception +19, Stealth +22. ... from 1 to 4. Earth is another physical bending type. G… Earth elementals are plodding, stubborn creatures made of living stone or earth. This plane is composed primarily of rock and earth, criss-crossed by veins of precious metal and gemstones of such gigantic proportions that they cannot be believed by those who have never set foot there. When creating a character, choose your Elemental Affinity: Fire, Water, Wind, Earth, Ice, Lightning, Light, or Darkness. Interspersed with this solid rock and earth are caverns of all sizes, some of them dark and dry, others filled with water and phosphorescent fungus. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental's body. If protected against fire damage, it can even glide through lava. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD). Unlike Fire or Water benders, there is no waxing or waning of their power, it's full power, all the time. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. Earth creatures with a burrow speed possess tremorsense. Features on a fire elemental's body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders. I support a limited subset of Pathfinder's rules content. Red: Bad, useless options, or options which are extremely situational. You call upon the power of the planes to transform into a Medium elemental battle form. This means that they do not have anatomies and nervous systems as do most other creatures. 2. Water elementals are patient, relentless creatures made of living fresh or salt water. Others yet are lit by enormous crystals, enchanted by the native shaitan genieto illuminate vast caves, like miniature suns. Elemental Weakness is one of the curses that can be rolled on maps and vaal side area (known as "secret_area" in spawn weight table), the curses affect the entire area and cannot be removed. A move earth spell cast on an area containing a burrowing magma elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. AC 23, touch 7; flat-footed 23 (-1 dex, +16 natural, -2 size) hp 235 (16d10+176) mp 44 Fort +20, Ref +4, Will +10 DR 10/-; Immune Earth, elemental traits Weakness Wind. Our gm is a bit frusttrated about our druid and his Earth Glide from his Earth Elemental, because it … 126 This translucent creature’s shape shifts between a spinning column of water and a crashing wave. When you select an affinity, the Elemental Weakness and Element Absorb sub-features, as well as gaining the ability to naturally cast a cantrip of the same functionality as … This effect is similar to the dominate monster spell. The higher the elemental level the more important its elemental weaknesses and strenghts. ), N Small outsider (earth, elemental, extraplanar), Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4, AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size), Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11, Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7, N Medium outsider (earth, elemental, extraplanar), Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7, AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural), Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11, Feats Cleave, Improved Bull RushB, Power Attack, Skills Appraise +1, Climb +10, Knowledge (dungeoneering) +2, Knowledge (planes) +2, Perception +7, Stealth +3, N Large outsider (earth, elemental, extraplanar), Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +11, AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size), Str 24, Dex 8, Con 17, Int 6, Wis 11, Cha 11, Feats Cleave, Greater Bull Rush, Improved Bull RushB, Improved Overrun, Power Attack, Skills Appraise +6, Climb +15, Knowledge (dungeoneering) +3, Knowledge (planes) +6, Perception +11, Stealth +5, N Huge outsider (earth, elemental, extraplanar), Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +13, AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size), Str 28, Dex 8, Con 19, Int 6, Wis 11, Cha 11, Feats Awesome Blow, Cleave, Greater Bull Rush, Improved Bull RushB, Improved Overrun, Power Attack, Skills Appraise +6, Climb +18, Knowledge (dungeoneering) +4, Knowledge (planes) +7, Perception +13, Stealth +4, Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +16, AC 21, touch 7, flat-footed 21, (–1 Dex, +14 natural, –2 size), Str 30, Dex 8, Con 21, Int 8, Wis 11, Cha 11, Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Overrun, Improved Sunder, Power Attack, Skills Appraise +10, Climb +25, Knowledge (dungeoneering) +10, Knowledge (planes) +13, Perception +16, Stealth +7, Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +19, AC 23, touch 7, flat-footed 23 (–1 Dex, +16 natural, –2 size), Str 34, Dex 8, Con 21, Int 10, Wis 11, Cha 11, Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Critical (slam), Improved Overrun, Improved Sunder, Power Attack, Skills Appraise +19, Climb +31, Knowledge (dungeoneering) +19, Knowledge (planes) +19, Perception +19, Stealth +10. | OGN Articles An earth elemental can move along the bottom of a body of water but prefers not to. | Here Be Monsters The level of the curses is fixed (level 1) but their Doom varies depending on the map tier: New Pages (These modifiers are not included in the statistics block. Learn more. The elemental receives a Will save to avoid being commanded. 148 Fire elementals are destructive manifestations of the scorching Plane of Fire. The druid’s wild shape ability undergoes a similar green transformation. A move earth spell cast on an area containing a burrowing mud elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Also note that many colored items are also links to the Paizo SRD. | 3.5e SRD While in this form, you gain the corresponding trait and the elemental trait. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water. The save DC is Charisma-based and includes a +4 racial bonus.. Defense. ON THE COVER. Control Elemental (Ex) Lava weirds can attempt to command any outsider with the "Earth," "Elemental," or "Fire" subtype that is within 50 feet. Fire elementals are quick, cruel creatures of living flame. It is also the most defensively oriented power as well. When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. | Starjammer SRD Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. As with other elementals, all water elementals have their own unique shapes and appearances. Earth elementals are plodding, stubborn creatures made of living stone or earth. This trade off has been decried as weak by many, but I encourage a second look. OFFENSE. Siege Monster: The elemental deals double damage to objects and structures. This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. 1: Races of Nature Unleashed (PF1), Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder RPG), Aegis of Empires 4: Legend of the Burning Star (PF1). When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater. In much of Golarion, people consider all matter to be composed of four basic elements, or forms of elemental energy, or elemental forces—air, earth, fire, and water. If protected against fire damage, it can even glide through lava. The crystalline nature of this elemental makes gives it new weapons and defenses that normal earth elementalslack, but it also gains new weaknesses. | The Modern Path SRD Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. An arcane knight must expend two spell slots to prepare a spell from his opposed elemental school as normal. Druid Earth elemental and his Earth Glide. | Design Finder 2018 FAQ. | FateCoreSRD Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock. The spin-off game Pathfinder has the kineticist, a class all about elemental powers. It's greatest weakness, is it's need for the presence of water to function. Acrobatics (air or fire) or Athletics (earth or water) modifier of +20; ignore this change if your own modifier is higher. While doing so, the elemental doesn't disturb the material it moves through. When utterly still, they resemble a heap of stone or a small hill. Sell at the Open Gaming Store! Immune fire, elemental. Elemental Subtype: An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. Entrap (Ex) The mud from an elemental’s entrap ability can be washed away in 1d3 rounds of immersion in water. 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. This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes. Character Sheets While in this form, you gain the corresponding trait and the elemental trait. While doing so, the elemental doesn't disturb the material it moves through. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire. | d20HeroSRD Earth Elemental, Elder (CR 11) XP 12,800 N Huge Outsider (Earth, Elemental, Extraplanar) Init-1; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +19. Elemental Plane of Air has air elementals N Small outsider (elemental, extraplanar, water), Init +0; Senses darkvision 60 ft.; Perception +4, AC 17, touch 11, flat-footed 17 (+6 natural, +1 size), Special Attacks drench, vortex (DC 13), water mastery, Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11, Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14, N Medium outsider (elemental, extraplanar, water), Init +1; Senses darkvision 60 ft.; Perception +5, AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural), Special Attacks drench, vortex (DC 15), water mastery, Str 16, Dex 12, Con 15, Int 4, Wis 11, Cha 11, Skills Acrobatics +6, Escape Artist +6, Knowledge (planes) +2, Perception +5, Stealth +6, Swim +16, N Large outsider (elemental, extraplanar, water), Init +2; Senses darkvision 60 ft.; Perception +9, AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, –1 size), Special Attacks drench, vortex (DC 19), water mastery, Str 20, Dex 14, Con 17, Int 6, Wis 11, Cha 11, Feats Cleave, Dodge, Great Cleave, Power Attack, Skills Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, Perception +9, Stealth +5, Swim +24, N Huge outsider (elemental, extraplanar, water), Init +4; Senses darkvision 60 ft.; Perception +13, AC 21, touch 13, flat-footed 16 (+4 Dex, +1 dodge, +8 natural, –2 size), Special Attacks drench, vortex (DC 22), water mastery, Str 24, Dex 18, Con 19, Int 6, Wis 11, Cha 11, Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Power Attack, Skills Acrobatics +11, Escape Artist +15, Knowledge (planes) +7, Perception +13, Stealth +3, Swim +26, Init +5; Senses darkvision 60 ft.; Perception +16, AC 23, touch 14, flat-footed 17 (+5 Dex, +1 dodge, +9 natural, –2 size), Special Attacks drench, vortex (DC 25), water mastery, Str 28, Dex 20, Con 19, Int 8, Wis 11, Cha 11, Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Sunder, Lightning Reflexes, Power Attack, Skills Acrobatics +18, Escape Artist +20, Knowledge (planes) +12, Perception +16, Stealth +10, Swim +30, Init +6; Senses darkvision 60 ft.; Perception +19, AC 24, touch 15, flat-footed 17 (+6 Dex, +1 dodge, +9 natural, –2 size), Special Attacks drench, vortex (DC 28), water mastery, Str 30, Dex 22, Con 19, Int 10, Wis 11, Cha 11, Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Lightning Reflexes, Power Attack, Skills Acrobatics +25, Escape Artist +25, Knowledge (planes) +19, Perception +19, Stealth +17, Swim +37. 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