Elemental Type
An elemental is a being
composed of one of the four classical elements: air, earth, fire,
or water.
Features: An elemental has the following
features.
- 8-sided Hit Dice.
- Base attack bonus equal to 3/4 total Hit Dice (as cleric).
- Good saves depend on the element: Fortitude (earth, water) or
Reflex (air, fire).
- Skill points equal to (2 + Int modifier, minimum 1) per Hit
Die, with quadruple skill points for the first Hit Die.
Traits: An elemental possesses the
following traits (unless otherwise noted in a creature’s
entry).
- Darkvision out
to 60 feet.
- Immunity to poison, sleep
effects, paralysis, and
stunning.
- Not subject to critical hits or flanking.
- Unlike most other living creatures, an elemental does not have a
dual nature—its soul and body form one unit. When an elemental is slain, no soul
is set loose. Spells that restore souls to their bodies, such as
raise dead, reincarnate, and resurrection,
don’t work on an elemental. It takes a
different magical effect, such as limited wish, wish, miracle, or true resurrection,
to restore it to life.
- Proficient with natural
weapons only, unless generally humanoid in form, in which case
proficient with all simple weapons and any weapons mentioned in its
entry.
- Proficient with whatever type of armor (light, medium, or
heavy) that it is described as wearing, as well as all lighter
types. Elementals not indicated as wearing armor are not proficient
with armor. Elementals are proficient with shields if they are
proficient with any form of armor.
- Elementals do not eat, sleep, or breathe.
This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License
v1.0a.