In addition to some earth elementals, Nature damage also comes from lightning, poison, plant elementals and wildlife-associated spells. | 13th Age SRD The elemental deals double damage to objects and structures. An earth elemental can move along the bottom of a body of water but prefers not to. This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. | 3.5e SRD It can travel though solid ground or stone as easily as humans walk on the earth’s surface. Character Sheets Elemental creatures are outsiders that are created from these elements and reside in one of the four Elemental Planes associated with each element:. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. Earth is another physical bending type. The crystal is harder than standard earth, but also shatter-prone. 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. | Fudge SRD OFFENSE. Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. You also gain specific abilities based on the type of elemental you choose: Air fly Speed 80 feet, movement doesn’t trigger reactions; Melee [one-action] gust, Damage 1d4 bludgeoning. | The Modern Path SRD Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental's body. | OGN Articles The ability to manipulate crystals made from psychic energy. Traveller SRD Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental’s body. | Here Be Monsters ), Environment any (Plane of Earth) Organization solitary, pair, or gang (3–8) Treasure none. Orange: OK options, or useful options that only apply in rare circumstances 3. While doing so, the elemental doesn't disturb the material it moves through. 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. Elemental Subtype: An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. | Dungeon World SRD 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. I will use the color coding scheme which has become common among Pathfinder build handbooks. While in this form, you gain the corresponding trait and the elemental trait. 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. When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Elementals are spirits of air, fire, water and earth, usually summoned to do a spellcaster’s bidding. Fire elementals are quick, cruel creatures of living flame. Elemental Lords are the elite of the Elemental Planes, granted great power by their connection to their respective element.Giving up the constraints of mortal flesh and bone to become living manifestations of primordial power, their limits are unknown. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. Plodding creatures comprised of rock, earth, or crystal, Earth Elementals are strong but slow creatures, native to the Elemental Plane of Earth. It is also the most defensively oriented power as well. Need Help? The save DC is Charisma-based and includes a +4 racial bonus.. The spin-off game Pathfinder has the kineticist, a class all about elemental powers. Check out our other SRD sites! Elemental (Water) Source Pathfinder RPG Bestiary pg. 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. Defense. 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. When utterly still, they resemble a heap of stone or a small hill. An air elemental prefers to attack flying or otherwise airbone targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. Each is physically powerful in some way, not too bright, able to see in the dark, capable of two melee attacks in a turn, resistant to physical damage from nonmagical weapons, and immune to exhaustion, paralysis, petrifaction, poisoning and unconsciousness. If protected against fire damage, it can even glide through lava. | d20PFSRD An arcane knight must expend two spell slots to prepare a spell from his opposed elemental school as normal. It requires the presence of earth to function, similar to water benders. When utterly still, they resemble a heap of stone or a small hill. This trade off has been decried as weak by many, but I encourage a second look. 126 This translucent creature’s shape shifts between a spinning column of water and a crashing wave. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. While doing so, the elemental doesn't disturb the material it moves through. 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. You have hands in this battle form and can … I want a more interesting way that someone could kill an earth elemental without magic than just hitting it over and over. | 5th Edition SRD You call upon the power of the planes to transform into a Medium elemental battle form. Traits Earth Glide: The elemental can burrow through nonmagical, unworked earth and stone. Immune fire, elemental. | GumshoeSRD As with other elementals, all water elementals have their own unique shapes and appearances. (These modifiers are not included in the statistics block. The Will save to avoid control has a DC of 21. 1. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. 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. This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes. Others yet are lit by enormous crystals, enchanted by the native shaitan genieto illuminate vast caves, like miniature suns. 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. Vortex (Su) A water elemental can create a whirlpool as a standard action, at will. A body of water is an impassible barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil). | Swords and Wizardry 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. Earth elementals are plodding, stubborn creatures made of living stone or earth. Shop the Open Gaming Store! This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water. 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