Book of Elementals

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  • 1BOOK OF ELEMENTALS A collection of Elementals for Dungeons & Dragons Third Edition

    Most elementals make their home on one of the many elemental (or para-elemental) planes. Others originate on the Material Plane, but have ties or ori-gins to one of the Elemental Planes. The standard elementals can be found in the Monster Manual. The Manual of the Planes adds the para-elementals to the list of elemental-type monsters. Each of the aforementioned books are published by Wizards of the Coast.

    The monsters contained in this book are 2002 Wizards of the Coast. No infringement or challenge to those copyrights is intended with this work. It is free for distribution and can be found in the Creature Catalog (http://www.enworld.org/cc). If you post it elsewhere, please give credit where credit is due.

    Credits Conversions: Scott Greene, Boz Layout and Design: Scott Greene Editing: Scott Greene Web Development: Scott Greene Typesetting: Scott Greene

    AERIAL SERVANT Medium-Size Elemental (Air) Hit Dice: 16d8+64 (136 hp) Initiative: +9 (+5 Dex, +4 Improved Initiative) Speed: Fly 60 ft (perfect) AC: 19 (+5 Dex, +4 natural) Attacks: Slam +21/+16/+11 Damage: Slam 2d8+12 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Improved grab, constrict, wind-blast Special Qualities: Elemental, damage reduction 10/+1, natural invisibility, find target, empathic link Saves: Fort +9, Ref +15, Will +5 Abilities: Str 26, Dex 21, Con 18, Int 4, Wis 10, Cha 11 Skills: Intuit Direction +7, Listen +7, Move Silently +13, Search +4, Spot +7 Feats: Improved Initiative, Weapon Focus (slam) Climate/Terrain: Any land and underground Organization: Solitary Challenge Rating: 12 Treasure: None Alignment: Always neutral

    Advancement: 17-33 HD (Medium-size); 34-48 HD (Large)

    This creature is a form of air elemental native to the plane of Elemental Air, as well as the Ethereal and Astral planes, and can be summoned to the Material Plane by spellcasters foolish enough to do so.

    Normally invisible, if seen on their home plane, they resemble legless humanoids of sparkling blue smoke, with empty eyes, a slash for a mouth, and long, four-fingered hands.

    COMBAT

    They rarely engage in combat, using a shearing blast of intensely focused wind to pummel their oppo-nents when they do so and using their slam attack if pressed.

    Improved Grab (Ex): To use this ability, the aerial servant must hit an opponent of up to Large size with its slam attack. If it gets a hold, it can con-strict.

    Constrict (Ex): An aerial servant deals 2d8+12 points of damage with a successful grapple check against Large or smaller creatures. Because it seizes victims by the neck, a creature in the aerial servants grasp cannot speak or cast spells with ver-bal components.

    Wind Blast (Su): Line 5 feet wide, 5 feet high, and 80 feet long, once ever 1d4 rounds; 4d8 points of damage and creatures of Large or smaller size are knocked down and back 1d4x10 feet. A successful Reflex save (DC 26) halves the damage and negates the knockdown.

    Natural Invisibility (Su): This ability is con-stant, allowing the aerial servant to remain invisible even when attacking. This ability is inherent and is not subject to the invisibility purge spell.

    Find Target (Sp): When ordered to locate a creature or an object, an aerial servant does so un-erringly, as though guided by discern location. The caster must know the designated creature.

    Empathic Link (Ex): When summoned, the aerial servant creates a mental link between itself and the caster who summoned it. Should the aerial servant fail the mission it has been assigned, it will return to the caster and attack. The aerial servant can find the caster as long as they are on the same

  • 2plane of existence. Should the caster leave the plane, it will temporarily break the link, though it will be reestablished once the caster returns to the same plane as the aerial servant.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits. Aerial servants have darkvision with a range of 60 feet.

    SUMMONING AN AERIAL SERVANT

    An aerial servant is summoned using the clerical spell planar ally or the arcane spell planar binding.

    An aerial servant obeys the commands of the one who conjured it with respect to finding and return-ing whatever object or creature is described. Of course, the object or creature must be such as to al-low the aerial servant to physically bring it to its caster.

    It will also disappear when its duty is fulfilled, it is dispelled, the caster releases it, or the caster is slain.

    If an aerial servant is prevented from completing its mission, it will return to the caster and either attack or attempt to carry him back to the elemental plane of Air. The unfortunate spell caster will likely never be seen again.

    CHAMROL Medium-Size Elemental (Earth) Hit Dice: 5d8+10 (32 hp) Initiative: -5 (Dex) Speed: 0 ft AC: 13 (-5 Dex, +8 natural) Attacks: 6 tentacles +3 melee Damage: Tentacle 1d6 Face/Reach: 5 ft by 5 ft/5 ft (20 ft with tentacles) Special Attacks: Energy burst, improved grab, constriction Special Qualities: Elemental, damage reduction 20/+2, SR 26, immune to fire and electricity, acid vulnerability Saves: Fort +6, Ref , Will +1 Abilities: Str 10, Dex , Con 14, Int 4, Wis 11, Cha 11 Skills: Listen +7, Spot +7 Feats: Alertness Climate/Terrain: Any land and underground Organization: Solitary, gang (2-5), or pack (6-11) Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 6-8 HD (Medium-size); 9-15 HD (Large)

    A chamrol is an elemental creature that seems to blend qualities of a plant, animal, and mineral. It is

    immobile, existing only in areas that border both the elemental plane of Earth and the Positive energy plane, where it spends all of its time feeding on posi-tive energy. Anyone traveling to this border zone is likely to encounter one or more of these creatures, which grow profusely throughout this area.

    The chamrol is a spindly thing, composed mostly of lead and other very dense metals. The creature's exterior is studded with crystalline outcroppings, and has mineral roots that extend deep into the minerals of the elemental plane. The chamrol's scaly central stalk is covered with dozens of writhing ten-tacles that protrude from between the mica-like scales. The creatures are very long, at least 5 feet in length and often as long as 100 feet.

    COMBAT

    Chamrols attack with their tentacles, slapping and attempting to grapple opponents.

    Energy Burst (Su): Once per day, the cham-rol can generate a cone of energy to a range of 100 feet. A creature caught in the area takes 1d4+5 points of damage unless it makes a successful Reflex save (DC 14). A chamrol deals +1 point of damage per HD it possesses.

    Improved Grab (Ex): To use this ability, the chamrol must hit an opponent of up to Medium-size with a tentacle attack. If it gets a hold, it can con-strict.

    Constriction (Ex): A chamrol deals 1d6 points of damage with a successful grapple check against Medium-size or smaller creatures.

    Acid Vulnerability (Ex): Chamrols take dou-ble damage from acid.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits.

    GREATER CHAMROL

    The greater chamrol appears as the standard cham-rol, only larger. It ranges in HD from 16 to 48 (16-24 HD are Large, 24-36 HD are Huge, and 37+ HD chamrols are Gargantuan). Use the chart in the front of the MM for advancing creatures by size.

    CRYONAX (Prince of Evil Cold Crea-tures) Gargantuan Elemental (Cold) Hit Dice: 36d8+180 (342 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative) Speed: 30 ft

  • 3AC: 28 (-4 size, +1 Dex, +21 natural) Attacks: 2 tentacles +43 melee Damage: Tentacle 2d8+10 Face/Reach: 20 ft by 20 ft/20 ft Special Attacks: Freezing touch, cold aura, spell-like abilities Special Qualities: Elemental, shatter weapons, damage reduction 15/+3, SR 20, cold subtype Saves: Fort +25, Ref +15, Will +16 Abilities: Str 30, Dex 12, Con 20, Int 20, Wis 18, Cha 18 Skills: Concentration +10, Intimidate +9, Knowl-edge (the planes) +10, Listen +28, Spot +28 Feats: Alertness, Blind-Fight, Cleave, Combat Re-flexes, Dodge, Great Cleave, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus (slam), Whirlwind Attack Climate/Terrain: Any land and underground Organization: Solitary or troupe (1d2 young white dragons, 1d4 frost giants, or 2d4 yetis) Challenge Rating: 17 Treasure: Double standard Alignment: Always neutral evil Advancement: N/A

    Cryonax is the Prince of Cold creatures and dwells in a huge castle of ice and glass, situated at the junc-ture of the Elemental Plane of Air and the Plane of Water. He appears as a 35-foot tall yeti with tenta-cles in place of arms. Each tentacle is covered with many suction cups.

    COMBAT Cryonax attacks with his tentacles and spell-like abilities in combat. A frozen character (one hit by his tentacle attack that fails a save) is shattered at the first opportunity.

    Freezing Touch (Ex): A creature hit by Cryo-naxs tentacle attack must succeed at a Fortitude save (DC 18) or be frozen in place for 1d6+4 minutes as ice encases the victims body. Frozen creatures are considered helpless, and have a hardness of 0. A frozen character brought to 0 hit points, shatters into pieces. If unfrozen, the being has similar dam-age and deformities.

    Cold Aura (Ex): Cryonaxs body generates intense cold dealing 1d6 points of cold damage to all creatures within 10 feet of him. Creatures attacking Cryonax unarmed or with natural weapons take 1d6 points of additional cold damage each time their attacks hit.

    Spell-Like Abilities: At willcone of cold, wall of ice; 1/daysummon cold monster (similar to summon monster spell, but allows Cryonax to sum-mon 1 adult white dragon, 1d4 frost giants, or 2d4

    yetis). These abilities are as the spells cast by a 15th-level sorcerer (save DC 14 + spell level).

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits.

    Shatter Weapons (Ex): Any weapon that strikes Cryonax must succeed at a Fortitude save (DC 12) or shatter into pieces.

    Cold Subtype (Ex): Cold immunity, double damage from fire, except on a successful save.

    CRYSTALLE Huge Elemental (Earth) Hit Dice: 24d8+144 (252 hp) Initiative: +4 (Improved Initiative) Speed: 50 ft, fly 60 ft (average) AC: 32 (-2 size, +24 natural) Attacks: Slam +28/+23/+18/+13 melee Damage: Slam 2d10+11 Face/Reach: 10 ft by 5 ft/15 ft Special Attacks: Spells, prismatic sphere, scepter, ioun stones Special Qualities: Elemental, damage reduction 25/+3, SR 25 Saves: Fort +26, Ref +12, Will +16 Abilities: Str 33, Dex 11, Con 23, Int 20, Wis 18, Cha 18 Skills: Appraise +16, Concentration +18, Intimidate +16, Knowledge (the planes) +17, Listen +16, Spot +16. Feats: Alertness, Cleave, Combat Casting, Combat Reflexes, Great Cleave, Improved Critical (slam), Improved Initiative, Power Attack, Weapon Focus (slam) Climate/Terrain: Any land and underground Organization: Solitary or troupe (10-40 shards or 4-16 trilling crysmals; plus 100-200 spined shards) Challenge Rating: 22 Treasure: Double standard (plus 20 ioun stones) Alignment: Always neutral Advancement: 6-10 HD (Medium-Size); 11-15 HD (Large)

    Crystalle is the self-proclaimed ruler of the mineral elementals. He would, in fact, love to be the ruler of the whole plane of Earth, if there weren't so many other beings more powerful than he. He serves as a powerful overlord to his subjects, making proclama-tions to the masses from his gem-laden throne, made from the rarest of minerals.

    Crystalle appears as a crystalline giant of 22 feet tall, wielding a great scepter made from rare gemstones. He is surrounded by a veritable cloud of ioun stones at all times, and has access to rare types of ioun stones not known on the Material plane. Some of

  • 4these are tributes from those seeking to gain favor, while others were mined by his elementals. Rumors suggest that he has a private domain that contains thousands of these stones.

    Crystalle's primary concerns are protecting his do-main from thieves, and acquiring more wealth and personal power, with aspirations of demigodhood.

    COMBAT

    Crystalle is the most powerful of the mineral ele-mentals, and is a truly formidable opponent due in large part to his high intelligence and cunning. Crys-talle is feared for his massive collection of ioun stones, which includes types so rare that only he and some of his minions know where they can be found.

    Spells: Crystalle replicates arcane spells as a 14th-level sorcerer (save DC 14 + spell level).

    Prismatic Sphere (Sp): Once per day, Crys-talle can use this ability as a 20th-level caster (Will save DC 23). It is otherwise similar to the spell of the same name.

    Scepter: Crystalle's scepter functions as a staff of the magi and a rod of absorption. It has unlim-ited charges and functions only in the hands of Crys-talle or a greater earth elemental god (if such a being exists).

    Ioun Stones: Crystalle is never without at least 20 functional ioun stones (never any dull gray dead stones). These powerful gems amplify his abilities, even beyond what is listed above.

    Crystalle has access to ioun stones that are so rare and powerful, that they are only usable a few times before they shatter from the immense positive ener-gies stored within. Each of these stones is unique, and here are a few examples of such stones:

    Fossilizer: (Indigo blue trapezohedron) Gener-ates a fossilization pulse to a range of 30 feet. A creature struck must succeed at a Fortitude save (DC 20) or be turned to stone (80%) or be turned into a crystal, gold-veined statue embedded with gemstones (20%). Only a miracle of wish spell can reverse this last effect. After 1d6 uses, this stone burns out and turns dull gray.

    Wish Stone: (Frosty white octahedron) Contains 1d3 wishes. Once all the wishes are gone, this stone burns out and turns dull gray.

    Transmuter: (Blood red orthorhomboid) Con-verts nonliving minerals in a 10-foot cube into en-ergy.

    Energy drainer: (Black pyritohedron) Drains all magical energy from a nonliving item, or inflicts one

    negative level to a living victim. This effect is a ray and has a range of 30 feet. A successful Reflex save avoids the effect. The Fortitude save to remove the negative level has a DC of 20. After draining 20 spell levels or dealing 10 negative levels, the stone burns out and turns dull gray.

    Energy pulser: (Brilliant green bipyramidal) Infuses target with positive energy, target overloads painfully and takes 1d8 points of damage per round for the next 1d10 rounds. All metals within a 20-foot radius of the target are affected as by heat metal. After dealing 100 points of damage, this stone burns out and turns dull gray.

    Insubstantializer: (Clear interconnected spheres) User becomes incorporeal for 10 rounds per day.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits.

    Burrow (Ex): A mineral elemental can glide through stone, dirt, or almost any other sort of earth as easily as a fish swims through water. Its burrow-ing leaves behind no hole, nor does it create any rip-ple or other signs of its presence. A move earth spell cast on an area containing a burrowing mineral ele-mental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds at a Forti-tude save.

    EARTH WEIRD Large Elemental (Earth) Hit Dice: 8d8+16 (52 hp) Initiative: +2 (+2 Dex, +4 Improved Initiative) Speed: 30 ft AC: 20 (-1 size, +2 Dex, +9 natural) Attacks: Slam +7 melee Damage: Slam 1d8+3 Face/Reach: 5 ft by 10 ft/5 ft Special Attacks: Improved grab, smother, earth mastery Special Qualities: Natural state, elemental, dam-age reduction 10/bludgeoning, immune to piercing weapons, tremorsense, vulnerabilities, reform body Saves: Fort +8, Ref +4, Will +3 Abilities: Str 16, Dex 15, Con 14, Int 12, Wis 12, Cha 11 Skills: Hide +12, Listen +9, Move Silently +12, Spot +9 Feats: Alertness, Improved Initiative Climate/Terrain: Any land Organization: Solitary Challenge Rating: 6 Treasure: Standard Alignment: Always chaotic evil Advancement: 9-17 HD (Large); 18-24 (Huge)

  • 5The earth weird is a creature from the Elemental Plane of Earth. In its natural form it appears to be nothing more than a pile of dirt or earth. When liv-ing prey comes within 20 feet, it assumes the form of a serpent-like creature and attacks.

    COMBAT An earth weird is a very hostile creature and will attack as soon as a living creature comes within range. It attacks by wrapping itself around an oppo-nent and suffocating it. Earth weirds will attack until it or its prey is dead.

    Improved Grab (Ex): To use this ability, the earth weird must hit a Medium-size or smaller crea-ture with its slam attack. If it gets a hold it attempts to smother the opponent.

    Smother (Ex): An earth weird automatically deals slam damage with a successful grapple check against an opponent of up to Medium-size. A grap-pled opponent also takes suffocation damage (see Suffocation, page 88 in the DMG) each round the hold is maintained.

    Earth Mastery (Ex): An earth weird gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or wa-terborne, the elemental suffers a 4 penalty to at-tack and damage. (These modifiers are not included in the statistics block.)

    Natural State (Ex): An earth weirds natural form is that of a pile of earth or dirt. In this form it is effectively invisible until it assumes its serpent form and attacks.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits. Earth weirds have darkvision with a range of 60 feet.

    Immune to Piercing Weapons (Ex): An earth weird is able to flow around any piercing at-tacks, thus suffering no damage from piercing weapons.

    Tremorsense (Ex): An earth weird can auto-matically sense the location of anything within 20 feet that enters its mud pool.

    Vulnerabilities (Ex): An earth weird that is drenched with at least one gallon of water acts as if slowed (as the slow spell) for 3 rounds. An earth weird that is completely immersed in water takes 1d6 points of damage per round.

    Control winds, whirlwind, or wind wall cast on an earth weird deals 1d10 points of damage and causes a 2 on the earth weirds attack rolls for 2 rounds. A move earth or passwall spell deals 1d6 points of damage per caster level to an earth weird.

    Reform Body (Ex): When reduced to 0 hit points or less, the weird collapses back to the ground. 10 minutes later, it will reform at full strength (minus any damage suffered from a control winds, whirlwind, wind wall, move earth, or pass-wall spell).

    ENERGY POD Large Elemental (Earth) Hit Dice: 8d8+32 (68 hp) Initiative: +4 (Improved Initiative) Speed: Fly 30 ft (good) AC: 20 (-1 size, +11 natural) Attacks: 8 tentacles +5 melee Damage: Tentacle 0 plus 2d4 energy burst Face/Reach: 5 ft by 5 ft/10 ft Special Attacks: Energy burst, absorb magic Special Qualities: Elemental, mineral elemental qualities, damage reduction 20/+2, acid vulnerabil-ity, burrow Saves: Fort +10, Ref +2, Will +2 Abilities: Str 11, Dex 10, Con 19, Int 6, Wis 10, Cha 10 Skills: Listen +16, Spot +16 Feats: Alertness, Improved Initiative, Weapon Fo-cus (tentacles) Climate/Terrain: Any land and underground Organization: Solitary or pair Challenge Rating: 8 Treasure: None (body is worth double amount of gems) Alignment: Always neutral Advancement: 6-10 HD (Medium-Size); 11-15 HD (Large)

    The energy pod is another bizarre form of elemental that lives in the border areas between the Positive Energy plane and the Elemental planes. This crea-ture is a sphere 8 feet in diameter, with eight tenta-cles emerging from its body. At the end of each of these stubby tentacles is a small cluster of glowing nodules, with 6-24 nodules per cluster. The energy pod absorbs positive energy and stores it in these nodules.

    Energy pods are only very rarely seen on the Mate-rial plane, and then almost always guarding magical treasures or locations. Conjecture among sages is that the energy pod is a distant relative of the ener-gons, thus opening speculation that there is a nega-tive counterpart to the energy pod.

    COMBAT

    The energy pod flails at opponents with its eight ten-tacles, but can only attack any given opponent with two of these, and can only attack two opponents to-

  • 6tal at a time. The tentacles themselves do no dam-age, but cause the nodules on the end to burst and release their power. Once all of the nodules on a tentacle are broken, that appendage is effectively useless, and once all of an energy pod's nodules are used up the creature flees.

    Energy Burst (Su): On a successful melee hit with one of its tentacles, 2d4 of the nodules on a given cluster burst open and release a powerful blast of positive energy. Each nodule deals 2d4 points of energy damage. When all nodules on a given tenta-cle have burst, that tentacle is useless in combat, until the energy pod recharges it (by absorbing magic, see below).

    Absorb Magic (Su): The energy pod feeds on power, and can absorb the energy of spells and spell-like abilities. The creature automatically ab-sorbs any spells, spell-like abilities, and similar ef-fects from magic items used to directly attack the energy pod. It cannot absorb area effect magic. This energy is used to immediately create additional nodules on a random appendage, one new nodule for every level of the spell or power absorbed.

    Acid Vulnerability (Ex): Energy pods suffer double damage from acid.

    Burrow (Ex): A mineral elemental can glide through stone, dirt, or almost any other sort of earth as easily as a fish swims through water. Its burrow-ing leaves behind no hole, nor does it create any rip-ple or other signs of its presence. A move earth spell cast on an area containing a burrowing mineral ele-mental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds at a Forti-tude save.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits.

    FRIGIDARCH Large Elemental (Air, Cold) Hit Dice: 12d8+60 (114 hp) Initiative: +11 (Dex, Improved Initiative) Speed: 20 ft, burrow 20 ft AC: 25 (-1 size, +7 Dex, +9 natural) Attacks: 6 tentacles +15 melee Damage: Tentacle 1d6+4 and 1d6 cold Face/Reach: 5 ft by 10 ft/15 ft (with tentacles) Special Attacks: Spell-like abilities, cold, summon elemental, freeze water, fracture ice Special Qualities: Elemental, cold subtype, cold absorption, fast healing 5, all-around vision, burrow, damage reduction 20/+1, SR 23 Saves: Fort +9, Ref +15, Will +9

    Abilities: Str 18, Dex 25, Con 21, Int 16, Wis 20, Cha 20 Skills: Climb +11, Hide +14, Knowledge (the planes) +9, Listen +12, Move Silently +14, Search +10, Spot +12, Wilderness Lore +11 Feats: Combat Reflexes, Dodge, Improved Initia-tive, Mobility, Power Attack, Spring Attack, Weapon Finesse (tentacle) Climate/Terrain: Any cold land, aquatic and underground Organization: Solitary Challenge Rating: 14 Treasure: None Alignment: Always neutral Advancement: 13-24 HD (Large); 23-36 HD (Huge)

    The frigidarch is a very powerful form of paraele-mental, also known as a "Frost King". There are only six of them known to exist, and they serve as gener-als in the armies of Cryonax.

    This creature has a short but wide, pyramid-shaped, six-sided body which is about four feet high and eight feet in diameter. They scuttle about on their twelve short spike-legs set on the underside of their bodies. They have six long, slender, flexible jointed tentacles set around the rim of their body that end in a jagged icicle tip. The creature's head rests at the top of its body, at the apex of its geometric form. The only features of this head are six gleaming eyes spaced equally around the head, which allows it to see in all directions at once.

    COMBAT These icy arch elementals attack with all six of their tentacles each round, and can attack the same op-ponent with all of them, or attack multiple targets. A frigidarch can use up to three of its tentacles to cast its spell-like abilities, and can still make melee attacks with the other three.

    Spell-Like Abilities: 3/daycone of cold and ice storm; 1/weekcontrol weather (only used to make temperature colder).

    Once every 4 rounds, the frigidarch can use the fol-lowing: chill metal, control winds, snow cloud (as an iceling with a duration of 12 rounds), and wall of ice.

    These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).

    Cold (Ex): Frigidarchs bodies generate intense cold, dealing 1d6 points of damage with their touch and to those within 10 feet of its body. Creatures attacking a frigidarch unarmed or with natural

  • 7weapons take cold damage each time their attacks hit.

    Summon Elemental (Su): Three times per day, a frigidarch can attempt to summon 3d4 shiv-erbugs, 1d6 icelings, 1d4 snowfuries, or 1d2 ice paraelementals (MotP) with an 80% chance of suc-cess.

    Cold Absorption (Su): A cold-base attack cures 1 point of damage for each die it would other-wise deal.

    Fast Healing (Ex): A snowfury heals only if it is touching a piece of ice of at least Medium-size or if the ambient temperature is freezing or below.

    All-Around Vision (Ex): The frigidarchs' symmetrically placed eyes allow them to look in any direction, bestowing a +4 racial bonus to Spot and Search checks. Frigidarchs can't be flanked.

    Burrow (Ex): A frigidarch can glide through ice or snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its pres-ence. A control water spell cast on an area contain-ing a burrowing frigidarch flings the frigidarch back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.

    Freeze Water (Su): A frigidarch can freeze water by touch, affecting up to 100 square feet per round. The ice will be one inch thick for every round the frigidarch spends creating it, to a maximum of six inches thick.

    Fracture Ice (Ex): Frigidarchs have the un-canny ability to fracture ice by slashing it with their tentacles. Such fractures are never more than 10 feet long or one foot deep, but this is usually more than enough to fracture the patch of ice a character may be standing on.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits.

    Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.

    GALEB DUHR Large Elemental (Earth) Hit Dice: 8d8+48 (84 hp) Initiative: -1 (Dex) Speed: 20 ft AC: 22 (-1 size, -1 Dex, +14 natural) Attacks: Slam +12/+7 melee Damage: Slam 2d8+10 Face/Reach: 5 ft by 5 ft/10 ft

    Special Attacks: Spell-like abilities, animate boul-ders Special Qualities: Elemental, SR 15, fire resis-tance 10, electrical immunity, cold vulnerability Saves: Fort +12, Ref +1, Will +3 Abilities: Str 25, Dex 8, Con 22, Int 12, Wis 12, Cha 12 Skills: Hide +5*, Listen +14, Spot +14 Feats: Alertness, Power Attack Climate/Terrain: Any hill and mountain Organization: Solitary or clan (2-5) Challenge Rating: 8 Treasure: No coins; double goods (gems only); 50% items Alignment: Always neutral Advancement: 9-16 HD (Large); 17-24 HD (Huge)

    The galeb duhr is a native of the Elemental Plane of Earth. It appears as a large boulder-like creature with two large legs and feet. These act as its hands and feet.

    COMBAT

    The galeb duhr shuns combat if at all possible. It will use its transmute rock to mud ability to sink into the ground and disappear. If pressed, though a galeb duhr will not hesitate to fight using its spell-like abilities and animating boulders to attack its foes.

    Spell-Like Abilities: 1/daymove earth, passwall, stone shape, transmute rock to mud, and wall of stone. These abilities are as the spells cast by a 20th-level sorcerer (save DC 11 + spell level).

    Animate Boulders (Sp): A galeb duhr can animate rocks within 180 feet at will, controlling up to two rocks at a time. The boulder has a move speed of 10 and fights as a galeb duhr in all respects. Animated boulders lose their ability to move if the galeb duhr who animated them is incapacitated or moves out of range.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits. Ele-mentals have darkvision 60 feet.

    Electrical Immunity (Ex): The galeb duhr is immune to all electrical effects.

    Cold Vulnerability (Ex): The galeb duhr suf-fers double damage from all cold-based effects, ex-cept on a successful save.

    Skills: Galeb duhrs receive a +8 racial bonus to Hide checks when in rocky terrain. If they stand completely motionless, the bonus increases to +12

  • 8GLOMUS Tiny Elemental (Earth) Hit Dice: 1d8+1 (5 hp) Initiative: +3 (Dex) Speed: Fly 20 ft (good) AC: 20 (+2 size, +3 Dex, +5 natural) Attacks: Slam +5 melee Damage: Slam 1d3 Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft Special Attacks: Shatter weapons, death throes Special Qualities: Elemental, burrow, damage reduction 10/+2, vulnerability to blunt weapons Saves: Fort +3, Ref +3, Will +0 Abilities: Str 10, Dex 16, Con 12, Int 10, Wis 11, Cha 11 Skills: Hide +15, Listen +4, Move Silently +7, Search +4, Spot +4 Feats: Weapon Finesse (slam) Climate/Terrain: Any land and underground Organization: Solitary or gang (2-5) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 2-3 HD (Small)

    The glomus is a crystalline mineral elemental crea-ture that floats about the inner planes. It spends most of its time on the plane of Earth, but it may leave its home plane on the rarest of occasions. The glomus appears as a compact mass of individual crystals, arranged in a roughly spherical shape one (or more) foot in diameter. The crystals are held together, rigidly in place by a force similar to mag-netism. The glomus has many sharp edges, with crystalline spires that protrude outward at various angles.

    COMBAT A glomus attacks by slamming its body into its op-ponent's, jabbing its pointed surface into the enemy.

    Shatter Weapons (Ex): Any non-magical weapon that strikes a glomus must succeed at a For-titude save (DC 20) or shatter into pieces.

    Death Throes (Ex): At 0 hit points, a glomus explodes in a violent spray of crystalline shards dealing 1d4 points of damage to all creatures within 20 feet. A successful Reflex save halves the damage. For each HD of the glomus above 1, it deals 1d4 ad-ditional points of damage.

    One hour after the glomus explodes, its body re-forms and heals all damage it has suffered. To truly slay a glomus, it must be brought to 10 hit points.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits.

    Burrow (Ex): A mineral elemental can glide through stone, dirt, or almost any other sort of earth as easily as a fish swims through water. Its burrow-ing leaves behind no hole, nor does it create any rip-ple or other signs of its presence. A move earth spell cast on an area containing a burrowing mineral ele-mental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds at a Forti-tude save.

    Vulnerability to Blunt Weapons (Ex): A glomus takes double damage from blunt weapons.

    GREATER GLOMUS

    The greater glomus appears as the standard glomus, only larger. It ranges in HD from 4 to 10 (4-5 HD are Small, 6-8 HD are Medium-size, and 9-10 HD glomus are Large). Use the chart in the front of the MM for advancing creatures by size.

    ICELING Medium-Size Elemental (Air, Cold) Hit Dice: 4d8+8 (26 hp) Initiative: +2 (Dex) Speed: 20 ft AC: 15 (+2 Dex, +3 natural) Attacks: 3 spears +7 melee Damage: Spear 1d4+1 and 1d2 chill Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Chill, snow cloud, ice storm Special Qualities: Elemental, all-around vision, cold subtype Saves: Fort +3, Ref +6, Will +2 Abilities: Str 12, Dex 15, Con 15, Int 8, Wis 13, Cha 12 Skills: Hide +8*, Listen +6, Move Silently +8, Search +4, Spot +10 Feats: Combat Reflexes, Weapon Finesse (spear) Climate/Terrain: Any cold land, aquatic and underground Organization: Pack (1-6) or tribe (4-24) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 5-8 HD (Medium-size); 9-12 HD (Large)

    Icelings are paraelementals from the Plane of Ice. An iceling appears as a humanoid with three arms, three legs, and a long, slender, hexagonal body made of ice. The iceling has a six-sided head that rises to a blunt point. There is a single bright, ruby-like eye on each side of the icelings head.

  • 9COMBAT Icelings are not offensive creatures, and usually leave other creatures alone if not disturbed. Icelings stab with their three spear-like arms and attack with their ice storm and snow cloud abilities. On occa-sion, a mischievous iceling, hides in a snow bank, throwing snow clouds at passing travelers.

    Chill (Su): Icelings radiate cold from their bodies, dealing 1d2 points of cold damage on a suc-cessful hit.

    Snow Cloud (Sp): Twice per hour, an iceling can create a snow cloud, 20-feet high with a 30-foot radius. Creatures caught in the cloud must succeed at a Fortitude save (DC 14) or be blinded (as the spell) for 1d4+1 rounds from the swirling, biting snow. A successful save negates the temporary blindness, but still requires the creature to spend one round clearing the snow from its eyes.

    Ice Storm (Sp): Once per day, three icelings can combine their magical energies to create an ice storm. This effect is as the spell cast by a 6th-level sorcerer.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits.

    All-Around Vision (Ex): The icelings six eyes allow them to look in any direction, bestowing a +4 racial bonus to Spot and Search checks. Icelings cant be flanked.

    Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.

    Skills: *Icelings receive a +4 racial bonus to Hide checks made in snowy terrain.

    ELEMENTAL, Lightning (Quasi) Small Elemental (Electricity) Hit Dice: 6d8 (27 hp) Initiative: +4 (Dex) Speed: 60 ft AC: 18 (+1 size, +4 Dex, +3 natural) Attacks: Slam +4 melee Damage: Slam 0 and 1d6 electricity Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Globe, electricity, arc Special Qualities: Damage reduction 5/+1, elemental, electricity immunity, fire and acid resistance 20, water vulnerability Saves: Fort +2, Ref +9, Will +2 Abilities: Str 10, Dex 18, Con 10, Int 4, Wis 11, Cha 11

    Skills: Listen +9, Spot +9 Feats: Dodge Climate/Terrain: Any land Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: Small 7-9 HD (Small); medium 10-11 HD (Medium-size); large 12 HD (Large)

    Lightning quasi-elementals can be found in the quasi-plane of Lightning, the Elemental Plane of Air, and the Positive Material Plane. During great elec-trical storms on the Material plane, a few have been known to gather.

    A lightning quasi-elemental appears as a small blu-ish globe of electrical energy. Lightning plays off of and around its body.

    COMBAT

    A lightning quasi-elemental attacks by arcing itself into an opponent (if the opponent is wearing metal armor) or by releasing small globes of electricity.

    Electricity (Ex): A lightning quasi-elemental is composed completely of electricity; therefore any creature touched or touching it takes 1d6 points of electrical damage.

    An opponent grasping or wearing conductive mate-rial (metal weapon, armor, and so on) that comes into contact with a lightning quasi-elemental takes 1d6 additional points of electrical damage.

    Arc (Ex): The lightning quasi-elemental may move up to 120 feet and make an attack by arcing from its current location to any grounded metallic object (including creatures holding metal weapons or wearing metal armor). This is treated as a charge attack.

    Globe (Ex): A lightning quasi-elemental can discharge one globe, once per round, for each Hit Die it possesses. This globe will hover near the ele-mental until an opponent comes within 5 feet, at which time, the globe moves to the opponent and discharges; 1d4 points of damage, Reflex save (DC 13) half.

    Electricity Immunity (Ex): Lightning quasi-elementals are immune to all electrical effects

    Water Vulnerability (Ex): A lightning quasi-elemental takes 1d8 points of damage per gallon of water it contacts.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits or

  • 10

    flanking attacks. Lightning quasi-elementals have darkvision with a range of 60 feet.

    Lightning Quasi-Elemental, Medium Medium-Size Elemental (Air) Hit Dice: 10d8+20 (65 hp) Initiative: +6 (Dex) Speed: 60 ft AC: 19 (+6 Dex, +3 natural) Attacks: Slam +13 melee Damage: Slam 0 and 1d8 electricity Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Globe, electricity, arc Special Qualities: Damage reduction 5/+1, elemental, electricity immunity, fire and acid resistance 20, water vulnerability Saves: Fort +5, Ref +13, Will +3 Abilities: Str 12, Dex 22, Con 14, Int 4, Wis 11, Cha 11 Skills: Listen +12, Spot +12 Feats: Dodge, Weapon Finesse (slam) Challenge Rating: 6

    Combat

    Electricity (Ex): 1d8 points of electrical dam-age; those grasping or wearing conductive material (metal weapon, armor, and so on) take 1d8 addi-tional points of electrical damage.

    Globe (Ex): 1d6 points of electrical damage, Reflex save (DC 17) half.

    Lightning Quasi-Elemental, Large Large Elemental (Air) Hit Dice: 12d8+36 (90 hp) Initiative: +12 (+8 Dex, +4 Improved Initiative) Speed: 60 ft AC: 21 (-1 size, +8 Dex, +4 natural) Attacks: Slam +16 melee Damage: Slam 0 and 2d6 electricity Face/Reach: 5 ft by 5 ft/10 ft Special Attacks: Globe, electricity, arc Special Qualities: Damage reduction 10/+1, ele-mental, electricity immunity, fire and acid resistance 20, water vulnerability Saves: Fort +5, Ref +13, Will +3 Abilities: Str 14, Dex 26, Con 16, Int 6, Wis 11, Cha 11 Skills: Listen +14, Spot +14 Feats: Dodge, Improved Initiative, Weapon Finesse (slam) Challenge Rating: 9

    Combat Electricity (Ex): 2d6 points of electrical dam-age; those grasping or wearing conductive material

    (metal weapon, armor, and so on) take 2d6 addi-tional points of electrical damage.

    Globe (Ex): 1d8 points of electrical damage, Reflex save (DC 19) half.

    MIHSTU Medium-Size Elemental (Air) Hit Dice: 8d8+16 (52 hp) Initiative: +10 (+6 Dex, +4 Improved Initiative) Speed: 20 ft, fly 20 ft (good) AC: 22 (+6 Dex, +6 natural) Attacks: 4 tentacles +12 melee Damage: Tentacle 1d6+1 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Envelop Special Qualities: Damage reduction 20/+2, immunities, elemental qualities, SR 13 Saves: Fort +4, Ref +12, Will +4 Abilities: Str 12, Dex 22, Con 14, Int 14, Wis 14, Cha 13 Skills: Hide +10, Listen +12, Move Silently +15, Search +11, Spot +12 Feats: Dodge, Improved Initiative, Mobility, Weapon Finesse (tentacles)

    Climate/Terrain: Any land Organization: Solitary Challenge Rating: 6 Treasure: Standard Alignment: Always neutral evil Advancement: 9-16 HD (Medium-size); 17-24 HD (Large)

    Mihstu are free-willed mist creatures of a malign nature from the Elemental Plane of Air. They like cool, damp places that are well hidden from sunlight. Mihtsu are not entirely solid and can shape their bodies at will, but they usually appear as clouds of swirling mists and vapors. They can seep through small cracks and openings, and can spread them-selves out over larger areas.

    Mihstu are strictly solitary and only abide the com-pany of those who can give them things, such as wiz-ards who can reward them with powerful magic items for performing a task. If intruders dont appear to be beneficial to the mihstu, it will assume a ghostly shape in an attempt to scare them away.

    COMBAT Mihstu form four razor-tipped tentacles from their bodies when they enter combat. It engages another creature in melee in an attempt to get closer, so that it may employ its enveloping attack.

    Envelop (Su): A mihstu can try to wrap a Small or smaller creature in its body as a standard

  • 11

    action. The mihstu attempts a grapple that does not provoke an attack of opportunity. If it gets a hold, the enveloped victim takes 1 point of temporary Con-stitution damage each round the hold is maintained.

    Attacks that hit an enveloping mihstu deal half their damage to the monster and half to the trapped vic-tim. Note that a mihstu can still use its tentacles to strike at other targets while it is enveloping a crea-ture.

    Immunities (Ex): Mihstu are immune to all electrical attacks, as well as any sort of direct missile attack (including magic missile spells).

    Cold Susceptibility (Ex): Any cold-based ef-fects deal normal damage to the mihstu and stun it for 2d6 rounds.

    MUDMAN Medium-Size Elemental (Water) Hit Dice: 2d8 (9 hp) Initiative: -1 (Dex) Speed: 10 ft AC: 12 (-1 Dex, +3 natural) Attacks: Slam +3 melee; or mud glob +0 ranged touch Damage: Slam 1d4+3; or mud glob 0 (see text) Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Mud throwing, engulf Special Qualities: Elemental, damage reduction 10/+1, dormant state, immunities, susceptibility, tremorsense Saves: Fort +3, Ref -1, Will +0 Abilities: Str 14, Dex 9, Con 11, Int 1, Wis 10, Cha 10 Skills: Spot +2 Climate/Terrain: Temperate and warm water and underground Organization: Solitary, gang (3-6), or pack (7-12) Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: 4-6 HD (Small)

    Mudmen are formed in pools of mud where en-chanted waters collect and evaporate.

    Mudmen resemble short, stocky humanoids, formed of mud. They have a barrel shaped body, and long, thick arms that end in huge, roughly formed hands. Their heads are featureless, though on occasion eyes or a mouth will be formed in the mud.

    COMBAT

    Mudmen cannot detect living creatures outside their mud pool, but once a creature enters a pool, the mudman senses it and assumes its humanoid form.

    If a creature leaves the pool, the mudmen will not follow, but will sink back down into the pool and assume their dormant state.

    A mudman attacks using its fists or hurling mud at its foes (its preferred form of attack).

    Dormant State (Ex): A mudman will lie be-low the surface of the pool with the substance of their body spread throughout the pool. This is its natural form. In this form it is immune to all weapon attacks, but is still susceptible to attacks from spells.

    When the presence of a living creature is detected in the pool, the mudman assumes its humanoid form. This is a standard action. It may alternate between forms, but does not heal damage by shifting forms.

    Mud Throwing (Ex): A mudman attacks by hurling globs of mud at its opponent. These globs deal no damage and have a range increment of 10 feet. A successful ranged touch attack means the mud glob hits the target and solidifies in the same round.

    A creature hit suffers a 2 penalty to its attack rolls and a 4 penalty to effective Dexterity. The creature must make a Reflex save (DC 15) or be stuck to the ground. Even with a successful save, the creature can only move at half speed.

    A creature stuck to the ground can break free with a successful Strength check (DC 22) or by dealing 10 points of damage to the hardened mud with a bludgeoning weapon. Breaking the mud off, or an-other creature assisting, does not require an attack roll; hitting the mud is automatic, after which the creature that hit makes a damage roll to see how much of the mud happened to be broken off.

    Breaking the mud off is a standard action that does provoke an attack of opportunity.

    A character capable of spellcasting that is bound by the mud must make a Concentration check (DC 15) to cast a spell.

    Additional hits by the globs increase the Reflex save DC, Strength check DC, and Concentration check DC by +1 per hit. The penalties to attack rolls and Dexterity do not stack.

    Engulf (Ex): A mudman may hurl itself at any creature within 10 feet by making a ranged touch attack. A successful attack roll destroys the mudman and covers a Medium-size or smaller creature with mud that instantly solidifies around its head.

    A creature caught in this manner takes suffocation damage (see Suffocation, page 88 in the DMG).

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    The hardened mud can be hit automatically and is destroyed when it takes 10 hit points of damage from a bludgeoning weapon. The victim receives an equal amount of damage from each successful attack on the hardened mud. It can also be pried off (Strength check DC 25).

    If the mudman misses its attack, it may reform, tak-ing a full round action to do so.

    Tremorsense (Ex): A mudman can automati-cally sense the location of anything within 120 feet that enters its mud pool.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits. Mud-men have darkvision 60 feet.

    Immunities (Ex): Immune to all mind-influencing effects.

    Susceptibility (Ex): Dispel magic acts as a fireball spell (1d6 per caster level to a maximum of 10d6) against mudmen. Transmute mud to rock deals 1d8 points of damage per caster level (maxi-mum 15d8) to a mudman.

    NEREID Medium-Size Elemental (Water) Hit Dice: 4d8+8 (26 hp) Initiative: +2 (Dex) Speed: 30 ft, swim 40 ft AC: 12 (+2 Dex) Attacks: Spit +5 ranged Damage: Spit 0 and poison Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Poison, beguilement, kiss, shape water, control water, water mastery Special Qualities: Elemental, SR 21, immunity to attacks, vulnerability Saves: Fort +6, Ref +3, Will +2 Abilities: Str 11, Dex 14, Con 14, Int 12, Wis 12, Cha 18 Skills: Bluff +11, Hide +9, Listen +8, Spot +8 Feats: Dodge, Iron Will Climate/Terrain: Any aquatic Organization: Solitary, gang (2-4) or troupe (1 giant squid, giant octopus, or Large viper snake for each nereid) Challenge Rating: 6 Treasure: No coins; no goods; standard items Alignment: Usually chaotic neutral Advancement: 5-12 HD (Medium-size)

    Many a male has thrown his life away for the fleet-ing embrace of the "honeyed ones," the beautiful nereids from the Elemental Plane of Water. Playful and flighty, and as unpredictable as their watery homes, the nereids tempt and trick sailors to their

    dooms. They assume human form on contact with the air.

    Gorgeous and voluptuous, these forms are almost always females, young and slim with long, golden hair, pearly white skin, and sparkling green eyes. Their voices are heavenly and their songs are engag-ing to those that listen. While they always carry a white shawl, either in their hands or draped over their shoulders, they are otherwise lightly clad in white and gold.

    If confronted by only females, the nereid appears in a male guise, but its powers are not as effective on women and there is a chance (Spot check DC 10) that the women see the beguiling nereids true form.

    COMBAT Nereids have few physical attacks, but if forced into combat, they will attack using their poison spittle and shape water attacks.

    Beguilement (Su): A creature of the opposite sex seeing a nereid must make a Will save (DC 17) or be instantly smitten and beguiled. A beguiled crea-ture will seek to kiss the nereid, seemingly at all costs.

    Poison (Ex): Spit, 20 feet, no range incre-ments. Fortitude save (DC 14) or blinded for 2d6 rounds as per the blindness spell.

    Kiss (Su): Any creature meeting the lips of a nereid must succeed at a Fortitude save (DC 14) or die instantly as the creatures lungs fill with water.

    Immunity to Attacks (Ex): A nereid that is attacked by any weapon (including grappling at-tacks) can, by making a successful Reflex save (DC 15), instantly transform her body into water and flow away.

    Shape Water (Su): A nereid can form a vol-ume of water into the shape of an arm ending in a clenched fist (AC 15, hp 15). The fist attacks using the nereids attack roll and deals 1d4 points of dam-age. The nereid does not need to concentrate to maintain the arm, and is free to act. The fist loses shape upon the death of the nereid or at her will.

    Control Water (Su): A nereid can control water as the spell cast by a 15th-level sorcerer.

    Water Mastery (Ex): A nereid gains a +1 at-tack and damage bonus if both it and its opponent touch water. If the opponent or elemental is land bound, the nereid suffers a 4 penalty to attack and damage. (These modifiers are not included in the statistics block).

  • 13

    Transparency (Ex): A nereid is effectively invisible in water until it attacks.

    Vulnerability (Ex): The nereid protects her shawl at all costs, for it contains her essence; if it is destroyed, the nereid dissolves into formless water. Possession of a nereid's shawl gives a character con-trol over the creature, which will accept commands to avoid damage to the shawl.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits. Ne-reids have darkvision 60 feet.

    OGREMOCH (Prince of Evil Earth Creatures) Gargantuan Elemental (Earth) Hit Dice: 38d8+228 (399 hp) Initiative: +4 (Improved Initiative) Speed: 20 ft AC: 31 (-4 size, +25 natural) Attacks: Slam +38/+33/+28/+23 melee Damage: Slam 2d12+19 Face/Reach: 20 ft by 20 ft/20 ft Special Attacks: Spell-like abilities, earth mastery, push, summon earth creatures Special Qualities: Damage reduction 15/+3, SR 20, elemental, resistances Saves: Fort +27, Ref +12, Will +16 Abilities: Str 37, Dex 10, Con 23, Int 20, Wis 18, Cha 18 Skills: Concentration +18, Intimidate +19, Knowl-edge (the planes) +12, Listen +29, Spot +29 Feats: Blind-Fight, Cleave, Combat Casting, Em-power Spell, Expertise, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Maximize Spell, Power Attack, Sunder, Weapon Fo-cus (slam)

    Climate/Terrain: Any land and underground Organization: Solitary or troupe (Ogrmoch plus 1d4 Huge earth elementals, 1d4 evil elder xorn, and 1d4 umber hulks) Challenge Rating: 17 Treasure: Double standard Alignment: Always neutral evil Advancement:

    Ogrmoch looks like an unfinished bipedal human-oid standing about 32 feet tall. His eyes are deep, inset, and dark and his mouth is the same. He has no apparent nose or ears. Ogrmochs arms end in unfinished hands and his legs end in unfinished feet. He makes his lair in a great flat-topped mountain on the Plane of Earth.

    COMBAT Ogrmoch attacks with his slam and spell-like abili-ties. If he becomes bored with combat or combat goes against him, he uses his summoning ability to call earth creatures to his aid.

    Spell-Like Abilities: 3/dayflesh to stone, move earth, and wall of stone (20 hp per inch of thickness); 1/dayearthquake. These abilities are as the spells cast by a 20th-level sorcerer (save DC 14 + spell level).

    Earth Mastery (Ex): Ogrmoch gains a +1 attack and damage bonus if both he and his foe touch the ground. If an opponent is airborne or wa-terborne, he suffers a 4 penalty to attack and dam-age. (These modifiers are not included in the stat block.)

    Push (Ex): Ogrmoch can start a bull rush maneuver without provoking an attack of opportu-nity. The combat modifiers given in Earth Mastery, above, also apply to his opposed Strength checks.

    Summon Earth Creatures (Sp): Once per day, Ogrmoch can automatically summon 2d4 Me-dium-size or smaller earth elementals, 1d3 Large or Huge earth elementals, or 1d4 average or elder xorn (of evil alignment).

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits.

    Resistances (Ex): Ogrmoch has fire resis-tance 20 and acid, cold, and electricity resistance 5.

    OLHYDRA (Princess of Evil Water Creatures) Gargantuan Elemental (Water) Hit Dice: 36d8+216 (378 hp) Initiative: +7 (Dex) Speed: 20 ft, swim 90 ft AC: 24 (-4 size, +7 Dex, +11 natural) Attacks: Slam +35/+30/+25/+20 melee Damage: Slam 2d10+16 Face/Reach: 20 ft by 20 ft/20 ft Special Attacks: Spell-like abilities, water mas-tery, drench, vortex, capsize, summon water crea-tures Special Qualities: Elemental, damage reduction 15/+3, SR 20, cold resistance 20, fire immunity, cold vulnerability Saves: Fort +26, Ref +19, Will +16 Abilities: Str 32, Dex 24, Con 23, Int 20, Wis 18, Cha 18 Skills: Concentration +16, Intimidate +14, Knowl-edge (the planes) +15, Listen +29, Spot +29

  • 14

    Feats: Blind-Fight, Cleave, Combat Casting, Exper-tise, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Maximize Spell, Power Attack, Sunder, Weapon Focus (slam)

    Climate/Terrain: Any aquatic and underground Organization: Solitary or troupe (Olhydra plus 1d3 Large or Huge water elementals, 1-2 sea hags, and 2-5 water weirds) Challenge Rating: 17 Treasure: Double standard Alignment: Always neutral evil Advancement:

    Olhydra appears as a 35-foot tall humanoid com-posed of water. She has no discernable features (eyes, nose, etc.). She dwells in a great undersea cas-tle on the Elemental Plane of Water.

    COMBAT

    Olhydra attacks with her slam attack and spell-like abilities in combat. If she becomes bored with com-bat or combat goes against her, she uses her sum-moning ability to call water creatures to her aid.

    Spell-Like Abilities: 3/dayacid fog, control water, ice storm and transmute rock to mud. These abilities are as the spells cast by a 20th-level sor-cerer (save DC 14 + spell level).

    Water Mastery (Ex): Olhydra gains a +1 at-tack and damage bonus if both her and her oppo-nent touch water. If she or her opponent is land bound, she suffers a 4 penalty to attack and dam-age. (These modifiers are not included in the statis-tics block).

    Drench (Ex): Olhydras touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Huge size or smaller. She can dispel magical fire she touches as dispel magic cast by a 36th-level sor-cerer.

    Vortex (Su): Olhydra can transform herself into a whirlpool once ever 10 minutes provided she is underwater, and remain in that form for up to 18 rounds. In vortex form, she can move through the water or along the bottom at her swim speed.

    The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 80 feet tall. She controls the exact height, but it must be at least 10 feet tall.

    Creatures of Huge or smaller size take damage when caught in the vortex and might be swept up by it. An affected creature must succeed at a Reflex save (DC 33) when it comes in contact with the vortex or take 2d8 points of damage. It must also succeed at a sec-ond Reflex save (same DC) or be picked up bodily

    and held suspended in the powerful currents, auto-matically taking damage each round. A creature that can swim is allowed a Reflex save each round to es-cape the vortex. The creature still takes damage, but can leave if the save is successful.

    Olhydra can eject any carried creatures whenever she wishes, depositing them wherever the vortex happens to be.

    If the vortexs base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on Olhydra and has a diameter equal to half the vor-texs height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those further away have total concealment (see Concealment page 133 in the PHB). Those caught in the cloud must suc-ceed at a Concentration check to cast a spell (DC 33).

    Capsize (Ex): Olhydra can surface under a boat or ship less than 20 feet long capsizes the vessel 100% of the time. She has a 75% chance to capsize a vessel from 20 to 60 feet long, and a 50% chance to capsize a vessel over 60 feet long.

    Summon Water Creatures (Sp): Once per day, Olhydra can automatically summon 1d3 Large or Huge water elementals, 3d4 sea hags, 2d4 water weirds, or 20-200 sahuagin.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits.

    Cold Vulnerability (Ex): If Olhydra takes damage from a cold-based attack (i.e., it bypasses her cold resistance) she is slowed for a number of rounds equal to the casters level.

    PECH Small Elemental (Earth) Hit Dice: 4d8+4 (22 hp) Initiative: +1 (Dex) Speed: 20 ft AC: 17 (+1 size, +1 Dex, +5 natural) Attacks: Heavy pick +8 melee Damage: Heavy pick 1d6+4 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Spell-like abilities, earth mastery Special Qualities: Elemental, immunity to petrification, light blindness Saves: Fort +5, Ref +2, Will +1 Abilities: Str 19, Dex 13, Con 13, Int 11, Wis 10, Cha 10 Skills: Climb +9, Craft (stonemasonry) +11, Listen +5, Profession (miner) +7, Spot +6 Feats: Power Attack

  • 15

    Climate/Terrain: Any underground Organization: Gang (2-4), pack (5-20), or tribe (21-40 plus 100% noncombatants) Challenge Rating: 3 Treasure: No coins; standard goods (gems only); no items Alignment: Always neutral good Advancement: 5-9 HD (Small); 10-12 HD (Me-dium-size)

    The pech are creatures of the plane of elemental Earth, though some have extensive mines in the deepest regions of the Material plane. They dwell in dark places and work stone.

    Pech are thin with long arms and legs. Their broad hands and feet are excellent for bracing and employ-ing tools to work stone. They have pale, yellowish skin and red or red-brown hair. Their eyes are large and pupiless.

    COMBAT

    The pech relies on its pick and spell-like abilities in combat.

    Spell-Like Abilities: 4/daystone shape and stone tell. These abilities are as the spells cast by a 10th-level sorcerer (save DC 10 + spell level).

    Four pech together can, once per day, cast wall of stone. Eight pechs together can cast stone to flesh once per day. These abilities are as the spells cast by a 16th-level sorcerer (save DC 10 + spell level).

    Earth Mastery (Ex): A pech gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or waterborne, the pech suffers a 4 penalty to attack and damage. (These modifiers are not included in the statistics block).

    Immunity to Petrification (Ex): Pech are immune to all petrifying effects (such as a gorgons breath or medusas gaze).

    Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds pech for 1 round. In addition, they suffer a 1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits. Pechs have darkvision with a range of 120 feet.

    Skills: Pech receive a +4 racial bonus to Craft (stonemasonry) checks.

    PHANTOM STALKER Medium-Size Elemental (Fire)

    Hit Dice: 6d8+12 (39 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 30 ft, fly 60 ft (average) AC: 17 (+2 Dex, +5 natural) Attacks: 2 claws +8 melee Damage: 1d4+4 and 1d6 fire Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Improved grab, burn, find target, death throes Special Qualities: Polymorph self, flames of heal-ing, fire subtype Saves: Fort +4, Ref +7, Will +2 Abilities: Str 18, Dex 15, Con 14, Int 4, Wis 11, Cha 11 Skills: Listen +8, Spot +8 Feats: Improved Initiative Climate/Terrain: Any land and underground Organization: Solitary or pair Challenge Rating: 4 Treasure: None Alignment: Always neutral Advancement: 7-18 HD (Large)

    Phantom stalkers are creatures from the Elemental Plane of Fire. In its true form it appears as a pillar of elemental fire with vague outlines of arms, legs, and a head. On the Material Plane, it appears as a mus-cular, reddish humanoid, 8 feet tall, with fiery eyes. Its face is an elongated version of a human face, with a pointed chin and high forehead.

    When encountered on the Material Plane it is usu-ally in the service of a high level spellcaster, serving as a bodyguard. Spellcaster beware, for summoning a phantom stalker is risky indeed. They will follow their orders to the letter, attempting to pervert the intent of the agreement, so as to gain release back to their home plane.

    Phantom stalkers speak Common and Ignan.

    COMBAT A phantom stalker attacks with its claws, attempting to grab its opponent and pull it into its body.

    Improved Grab (Ex): To use this ability, the phantom stalker must hit a creature of up to Large size with both claw attacks. If it gets a hold, it pulls the creature into its body and burns it.

    Burn (Ex): Those hit by a phantom stalkers claw attacks must succeed at a Reflex save (DC 15) or catch fire. The flame burns for 1d4 rounds (see Catching Fire, page 86 in the DMG). A burning crea-ture can take a move-equivalent action to put out the flame.

    Creatures hitting a phantom stalker with natural weapons or unarmed attacks take fire damage as

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    though hit by the stalkers attack, and also catch fire unless they succeed at a Reflex save (same DC).

    Find Target (Sp): If the one who summoned the phantom stalker is slain while the stalker is on the Material Plane, the stalker can unerringly find the slayer as though guided by discern location.

    Once the slayer has been tracked and dealt with, the phantom stalker returns to its home plane.

    Polymorph Self (Su): 1/dayas the spell cast by an 8th-level sorcerer.

    Flames of Healing (Ex): Magical fire that contacts a phantom stalker heals 1 hit point for each die of damage it would have dealt to the stalker.

    Death Throes (Ex): When a phantom stalker is reduced to 0 hit points or less, it can expel a fiery blast equivalent to a fireball as cast by a 6th-level sorcerer (save DC 13). In some cases (as long as it does not harm the one who summoned the stalker) the stalker will explode the fireball on itself in order to damage all those around it.

    Fire Subtype (Ex): Fire immunity, double damage from cold, except on a successful save.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits. Phan-tom stalkers have darkvision with a range of 60 feet.

    SANDLING Large Elemental Hit Dice: 4d8+4 (22 hp) Initiative: +1 (Dex) Speed: 30 ft, burrow 20 ft AC: 16 (-1 size, +7 natural) Attacks: Pseudopod +5 melee Damage: Pseudopod 1d8+3 Face/Reach: 5 ft by 10 ft/5 ft Special Qualities: Elemental, vulnerability to wa-ter Saves: Fort +5, Ref +2, Will +1 Abilities: Str 17, Dex 13, Con 13, Int 4, Wis 11, Cha 11 Skills: Listen +4, Spot +4 Feats: Power Attack Climate/Terrain: Any land and underground Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 5-9 HD (Large); 10-12 HD (Huge)

    Sandlings are creatures from the Elemental Plane of Earth. A sandling in its natural form resembles a

    pile of sand. When threatened, it takes the form of a 10-foot tall snake-like creature.

    COMBAT Sandlings are not aggressive, but will attack if pro-voked. A sandling attacks by slashing with a pseu-dopod it forms from its body. A favored tactic of the sandling is to lie dormant against the ground and lash out when an opponent passes over it.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits. Ele-mentals have no clear front or back and therefore cannot be flanked. Elementals have darkvision with a range of 60 feet.

    Vulnerability to Water (Ex): If a sandling is hit by at least 10 gallons of water it acts as if affected by a slow spell for 1d6+2 rounds.

    SANDMAN Medium-Size Elemental (Earth) Hit Dice: 4d8+4 (22 hp) Initiative: +0 Speed: 30 ft AC: 17 (+7 natural) Attacks: Slam +3 melee Damage: 1d6 and sleep Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Sleep Special Qualities: SR 15, protection from arrows Saves: Fort +5, Ref +1, Will +1 Abilities: Str 11, Dex 11, Con 12, Int 10, Wis 11, Cha 10 Skills: Hide +5, Listen +6, Move Silently +5, Spot +6 Feats: Alertness Climate/Terrain: Any land and underground Organization: Solitary or gang (2-4) Challenge Rating: 3 Treasure: Double coins Alignment: Usually neutral evil Advancement: 5-12 HD (Medium-size)

    A native of either the Elemental Plane of Earth or the Quasi-Elemental Plane of Dust (scholars are not sure which), the sandman appears as a human con-structed entirely of sand.

    They hate all humans and attack them on sight be-cause they believe humans purposefully slay sand-men to use their bodies in magical experiments.

    When a sandman is slain its body crumbles to dust.

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    COMBAT A sandman avoids combat if possible, preferring to attack at night, where it can slip away from combat if things are going against it.

    A sandman attacks using its fists if pressed, but al-most always relies on its sleep ability to affect those within range. Once a creature goes to sleep, the sandman will not attack it.

    Sleep (Su): 20-foot radius or by touch, Will save (DC 13) or sleep for 30 minutes. For the first 30 minutes of sleep, nothing short of dispel magic (or more powerful magic) will awaken a sleeping crea-ture.

    Each 1 minute thereafter, the victim must succeed at a Will save (DC 13) to wake up. For each minute that passes, the DC decreases by 1. Violent shaking or attacking a sleeping creature will wake it at this time. Constructs, undead, and any other creature immune to sleep effects are immune to this ability.

    Protection From Arrows (Ex): A sandman is protected by a permanent protection from arrows as cast by a 4th-level sorcerer. This ability is inher-ent and cannot be dispelled.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits. Sand-men have darkvision 60 feet.

    SHARD Medium-Size Elemental (Earth) Hit Dice: 5d8+5 (27 hp) Initiative: +2 (Dex) Speed: Fly 50 ft (good) AC: 24 (+2 Dex, +12 natural) Attacks: Slash +6 melee Damage: Slash 2d4+2 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Keen, color burst, shatter weap-ons Special Qualities: Elemental, burrow, damage reduction 20/+2, SR 14 Saves: Fort +5, Ref +3, Will +1 Abilities: Str 14, Dex 15, Con 12, Int 6, Wis 11, Cha 10 Skills: Hide +8, Listen +6, Spot +6 Feats: Weapon Finesse (slam) Climate/Terrain: Any land and underground Organization: Solitary, swarm (2-20) or fleet (10-100) Challenge Rating: 7 Treasure: None Alignment: Always neutral

    Advancement: 6-10 HD (Medium-size); 11-15 HD (Large)

    The shard is a crystalline form of minor elemental that travels the planes in swarms. These mineral elementals are sentient, but they are not very bright and don't function well individually. On their home plane, these crystals skirt near areas that connect with the Positive Energy plane, absorbing the power that gives them life. An elemental shard appears as its names implies, much like a crystalline shard.

    Shards are rarely encountered on the Material plane, but are occasionally summoned to serve as guardians. If they are summoned to guard gems, they obey without hesitation. A swarm of shards will rarely be sent to the Material plane on a special mis-sion, usually to seek out adventurers who have taken large numbers of gems from the elemental planes.

    COMBAT The shard attacks by slashing opponents with its razor-sharp edges.

    Keen (Ex): The edges of a shard are consid-ered keen. Therefore, the shard scores a critical threat on a roll of 19-20.

    Color Burst (Su): Once per day, a shard can spin rapidly and emit a paralyzing burst of multi-colored light in a 30-foot radius, similar to the color spray spell. All creatures within the area of effect that see the shard must succeed at a Will save (DC 16) or become paralyzed for 2d4 rounds.

    Shatter Weapons (Ex): Any weapon that strikes a shard must succeed at a Fortitude save (DC 15) or shatter into pieces.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits.

    Burrow (Ex): A mineral elemental can glide through stone, dirt, or almost any other sort of earth as easily as a fish swims through water. Its burrow-ing leaves behind no hole, nor does it create any rip-ple or other signs of its presence. A move earth spell cast on an area containing a burrowing mineral ele-mental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds at a Forti-tude save.

    SHIVERBUG Small Elemental (Air, Cold) Hit Dice: 2d8 (9 hp) Initiative: +2 (Dex) Speed: 20 ft AC: 16 (+1 size, +2 Dex, +3 natural) Attacks: 3 claws +4 melee, bite -1 melee

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    Damage: Claw 1d4, bite 1d4 and shiver venom Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Shiver venom Special Qualities: Elemental, cold subtype Saves: Fort +0, Ref +5, Will +1 Abilities: Str 10, Dex 14, Con 10, Int 6, Wis 12, Cha 11 Skills: Hide +10*, Listen +6, Spot +6 Feats: Weapon Finesse (claw) Climate/Terrain: Any cold land, aquatic and underground Organization: Pack (3-18) Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: 3-4 HD (Small); 5-6 HD (Medium-size)

    Shiverbugs are minor elemental beings that appear to be made of ice. Their bodies are flat, roughly hex-agonal in shape, with alternating short and long sides, and with six short legs protruding from its body (one at each vertex). Between each pair of legs on the upper side of the beasts short sides is a 2-foot long arm that ends in a three-fingered claw. In the middle of each of its three long sides is a face composed of a three-pronged beak set between a pair of glittering, white eyes.

    COMBAT Shiverbugs don't look for trouble with larger beings, but are easily annoyed. Stepping on a shiverbug hidden in the snow will rile the whole pack into ac-tion.

    Shiver Venom (Ex): Bite, 1d2 points of tem-porary Dexterity damage and 1 to all rolls; Forti-tude save (DC 11) negates. Both effects last 2d4 rounds. Damage from multiple bites does stack.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits.

    Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.

    Skills: *Shiverbugs receive a +4 bonus to Hide checks in snowy or ice-covered areas.

    SNOWFURY Large Elemental (Air, Cold) Hit Dice: 6d8+24 (51 hp) Initiative: +5 (Dex) Speed: 5 ft, fly 50 ft (average) AC: 19 (-1 size, +3 Dex, +5 natural) Attacks: 3 tentacles +7 melee Damage: Tentacle 1d6+2 and 1d4 cold Face/Reach: 5 ft by 5 ft/10 ft

    Special Attacks: Chill, engulf Special Qualities: Elemental, damage reduction 10/+1, cold subtype, cold absorption, fast healing 2 Saves: Fort +6, Ref +8, Will +3 Abilities: Str 14, Dex 16, Con 18, Int 8, Wis 12, Cha 11 Skills: Listen +8, Move Silently +9, Spot +8 Feats: Combat Reflexes, Weapon Finesse (tentacle) Climate/Terrain: Any cold land, aquatic and underground Organization: Solitary or pack (1-4) Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 7-12 HD (Large); 13-18 HD (Huge)

    Snowfuries are powerful paraelementals seemingly formed more of air, than ice. These creatures travel through the air and seem to be nothing more than snowy gusts of wind. In this form, they are harmless and practically invisible. When agitated into com-bat, a snowfury gathers itself into a denser form, and forms tentacles made of snow and ice pellets.

    COMBAT A snowfury is a peaceful creature and only initiates combat if it senses a fire. It becomes immediately enraged as it rushes to put out the fire and attack any nearby creatures it assumes is connected to the fire. On many occasions, a snowfury gives up com-bat once the fire has been extinguished. High winds have been known to infuriate a snowfury, causing it to attack nearby creatures at random.

    Chill (Ex): Snowfuries radiate cold from their bodies, dealing 1d4 points of cold damage on a suc-cessful hit.

    Engulf (Ex): An snowfury can try to envelope a Medium-size or smaller creature in its body as a standard action. The snowfury attempts a grapple check that does not provoke an attack of opportu-nity. If it gets a hold, it envelops the victim and deals 1d6 points of damage each round it maintains the hold.

    Attacks that hit an engulfing snowfury deal half their damage to the monster and half to the trapped victim.

    Cold Absorption (Su): A cold-base attack cures 1 point of damage for each die it would other-wise deal.

    Fast Healing (Ex): A snowfury heals only if it is touching a piece of ice of at least Medium-size or if the ambient temperature is freezing or below.

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    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits.

    Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.

    SPINED SHARD Large Elemental (Earth) Hit Dice: 7d8+21 (52 hp) Initiative: +2 (Dex) Speed: Fly 60 ft (good) AC: 26 (-1 size, +2 Dex, +15 natural) Attacks: 4 tentacles +6 melee Damage: Tentacle 1d4+3 Face/Reach: 5 ft by 10 ft/5 ft Special Attacks: Improved grab, stingers, energy burst, melt weapons Special Qualities: Limited anitmagic field, ele-mental, burrow, damage reduction 20/+2, SR 16 Saves: Fort +8, Ref +4, Will +7 Abilities: Str 16, Dex 14, Con 17, Int 10, Wis 14, Cha 11 Skills: Appraise +6, Hide +4, Listen +9, Spot +9 Feats: Power Attack Climate/Terrain: Any land and underground Organization: Solitary or gang (2-5) Challenge Rating: 10 Treasure: None Alignment: Always neutral evil Advancement: 6-10 HD (Medium-size); 11-15 HD (Large)

    The spined shard is an elemental creature that spends all of its time feeding off positive energy, buried deep in the elemental plane of Earth. This creature can travel the whole plane, but prefers to be buried deep within the earth in areas that border on the Positive energy plane, where it is the most dan-gerous and feared predator. Thankfully, these ma-lign creatures do not often visit the Material plane.

    The spined shard is shaped like a long rod about 12 feet long, with four spines jutting out from it near the top. It also has two sets of slim tentacles, four smaller ones at its top above the spines, and two double-whip stingers near the bottom.

    COMBAT

    The spined shard uses its four small tentacles to at-tack, attempting to use them to bring an opponent close enough to use its stingers. The spined shard is a vindictive predator, and kills for no reason.

    Limited Antimagic Field (Sp): The spined shard constantly generates a fiend of magical inter-ference similar to a limited antimagic field in a 5-foot radius around its body. This field has a 75%

    chance of suppressing any magical effect brought into the area of effect.

    Improved Grab (Ex): To use this ability, the spined shard must hit an opponent of up to Me-dium-size with at least two of its tentacle attacks. If it gets a hold, it draws its opponent close enough to attack with its stingers.

    Stingers (Ex): A spined shard attacks a grap-pled opponent with its two stingers (+8 melee) deal-ing 2d6 points of energy damage with each stinger.

    Energy Burst (Su): Four times per day, a spined shard can emit a line of energy 5 feet wide, 5 feet high, and 70 feet long that deals 8d6 points of energy damage. A Reflex save (DC 16) halves the damage.

    A victim struck retains a portion of the energy in its body. For the next 10 rounds, energy arcs from the victims body striking all within a 5-foot radius for 4d6 points of damage. A successful Fortitude save halves the damage. Victims of the arc do not retain the energy in their body.

    Melt Weapons (Ex): Any weapon that strikes the spined shard melts into slag if it fails a Fortitude save (DC 16).

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits.

    Burrow (Ex): A mineral elemental can glide through stone, dirt, or almost any other sort of earth as easily as a fish swims through water. Its burrow-ing leaves behind no hole, nor does it create any rip-ple or other signs of its presence. A move earth spell cast on an area containing a burrowing mineral ele-mental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds at a Forti-tude save.

    TRILLING CRYSMAL Medium-Size Elemental (Earth) Hit Dice: 10d8+20 (65 hp) Initiative: +2 (Dex) Speed: Fly 30 ft (good) AC: 24 (+2 Dex, +12 natural) Attacks: 8 talons +8 melee; or crystal dart +9 ranged Damage: Talon 1d4+1; crystal dart 1d4+1 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Crystal darts, shatter weapons, spell reflection Special Qualities: Elemental, burrow, damage reduction 20/+2, SR 26 Saves: Fort +9, Ref +5, Will +5

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    Abilities: Str 13, Dex 14, Con 14, Int 14, Wis 14, Cha 11 Skills: Appraise +11, Climb +9, Hide +11, Listen +13, Spot +13 Feats: Alertness, Cleave, Great Cleave, Power At-tack Climate/Terrain: Any land and underground Organization: Solitary or pod (1-6) Challenge Rating: 10 Treasure: None (body is worth double amount of gems) Alignment: Always neutral Advancement: 6-10 HD (Medium-size); 11-15 HD (Large)

    The trilling crysmal is a close relative of the crysmal, although it looks very different from its cousin ele-mental. On the Elemental plane of Earth the trilling crysmal is quite common, where they live in great numbers and hunt along the boundary with the Positive energy plane.

    The trilling crysmal has six long, segmented legs that radiate from a central crystal mass. Central to the creature's insect-like body is a huge silvery six-sided crystal that is almost 4 feet in height, making the creature 7 feet tall in all.

    COMBAT The trilling crysmal attacks either with its razor-edged legs, or with its crystalline darts.

    Crystal Darts (Ex): A trilling crysmal can loose up to six darts per day to a range of 80 feet with no range increment. Each dart, after striking an opponent, splinters into many smaller, razor-sharp shards that deal 1 point of temporary Strength dam-age and 1d4 points of temporary Dexterity damage to the victim. In addition, the victim suffers a 1 circumstance penalty to attacks, saves, and checks until the splinters are removed (full round action). Removing the splinters deals 1d6 additional points of damage.

    Shatter Weapons (Ex): Any non-magical weapon that strikes a trilling crysmal must succeed at a Fortitude save (DC 15) or shatter into pieces.

    Spell Reflection (Su): The large crystal in the center of the trilling crysmal has a 75% chance of reflecting any spell cast directly on the crysmal. Area spells are not affected. A reflected spell bounces in a random direction and has full effect on any creature in the area. This ability functions similar to spell turning.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits.

    Burrow (Ex): A mineral elemental can glide through stone, dirt, or almost any other sort of earth as easily as a fish swims through water. Its burrow-ing leaves behind no hole, nor does it create any rip-ple or other signs of its presence. A move earth spell cast on an area containing a burrowing mineral ele-mental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds at a Forti-tude save.

    VORTEX Fine Elemental (Air) Hit Dice: 2d8+2 (11 hp) Initiative: +4 (Dex) Speed: Fly 40 ft (perfect) AC: 22 (+8 size, +4 Dex) Attacks: Touch +5 melee touch Damage: Touch whirlwind Face/Reach: 1/2 ft by 1/2 ft/5 ft (whirlwind) Special Attacks: Vortex Saves: Fort +1, Ref +7, Will -2 Abilities: Str 4, Dex 18, Con 12, Int , Wis 6, Cha 5 Climate/Terrain: Any land Organization: Solitary or cluster (2-8) Challenge Rating: 2 Treasure: None Alignment: Always chaotic neutral Advancement: 3-4 HD (Fine); 5-6 HD (Diminu-tive)

    The vortex is a small elemental that looks like a liv-ing whirlwind. The creatures actual body is a tiny sphere that bobs and floats within the center of its rapidly spinning air mass. A typical vortex appears within a whirlwind that is about 4 inches high and 1 inch in diameter, though larger specimens are thought to exist on the Elemental Plane of Air.

    A vortex is free-willed and cannot be summoned to the material world by any known spell, although they are sometimes drawn through rifts torn in the world by intense storms.

    COMBAT When threatened, a vortex whips the atmosphere around itself into a powerful whirlwind. It moves rapidly in a circular pattern, thereby becoming ef-fectively invisible inside the cone of air. At full effect, the vortex is surrounded by a whirlwind that ex-tends around it in a 5-foot radius and is about 20 feet high.

    Whirlwind (Ex): When the vortex is in full effect (1 full round action to reach full effect), it at-tempts to snare foes within its whirlwind. An oppo-nent hit by the vortexs touch attack is pulled into the whirlwind and takes bludgeoning damage each

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    round thereafter until the victim is slain, or the vor-tex is slain or flees.

    The spinning deals no damage the first round, but each round thereafter the incredible force of the wind batters a victim senseless and deals 1d4 points of bludgeoning damage. This effect is so violent that each round the victim takes damage, it must succeed at a Fortitude save (DC 12) or die from the violent air current.

    A vortex only affects Medium-size or smaller crea-tures. The whirlwind can only hold one Medium-size, two Small, eight Tiny, or sixteen Diminutive or smaller creatures at one time.

    WATER WEIRD Large Elemental (Water) Hit Dice: 3d8+3 (16 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 30 ft AC: 16 (-1 size, +2 Dex, +5 natural) Attacks: Slam +3 melee Damage: Slam 1d8+4 Face/Reach: 5 ft by 10 ft/5 ft Special Attacks: Improved grab, water mastery, drench Special Qualities: Damage reduction 10/bludgeoning, elemental, fire resistance 10, trans-parency, reform body, control elemental, vulner-abilities Saves: Fort +4, Ref +4, Will +1 Abilities: Str 15, Dex 17, Con 12, Int 12, Wis 11, Cha 11 Skills: Hide +5, Listen +6, Move Silently +9, Spot +6 Feats: Improved Initiative Climate/Terrain: Any aquatic and underground Organization: Solitary or gang (2-4) Challenge Rating: 4 Treasure: Standard Alignment: Always chaotic evil Advancement: 4-7 HD (Large); 8-9 HD (Huge)

    The water weird is a life form that has its origins on the Elemental Plane of Water. They attack all living things, draining their lifes essence as the victim lay dying.

    The water weird takes but two rounds to form from the body of water it inhabits. It appears as a large serpent constructed entirely of water.

    COMBAT The water weird lashes out, attempting to wrap itself around its prey, dragging it into the water where the weird attempts to drown it.

    Improved Grab (Ex): To use this ability, the water weird must hit a Medium-size or smaller crea-ture with its slam attack. If it gets a hold it drags its prey into the water where it pins the victim under-water and attempts to drown him.

    Water Mastery (Ex): A water weird gains a +1 attack and damage bonus if both it and its oppo-nent touch water. If the opponent or elemental is land bound, the weird suffers a 4 penalty to attack and damage. (These modifiers are not included in the statistics block).

    Drench (Ex): A water weirds touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Me-dium-size or smaller. The creature can dispel magi-cal fire it touches as dispel magic cast by a sorcerer whose level equals the weirds HD total.

    Control Elemental (Ex): The water weird has the ability to take control of a water elemental that is within 30 feet by making a successful Intelli-gence check (DC 10). If the elemental is being con-trolled by another creature, the water weird can gain control by making a successful Intelligence check (DC 10 + Intelligence modifier of caster currently controlling elemental).

    Vulnerabilities (Ex): Cold-based effects slow the weird as the spell of the same name. A purify food and drink spell deals 1d6 points of damage per caster level (maximum 10d4) to the water weird. These hit points are not regained when the weird reforms.

    Reform Body (Ex): When reduced to 0 hit points or less, the weird collapses back into the wa-ter. Two rounds later, it will reform at full strength (minus any damage suffered from a purify food and drink spell).

    Transparency (Ex): Water weirds are effec-tively invisible in water until they attack.

    Elemental: Immune to poison, sleep, paraly-sis, and stunning. Not subject to critical hits. Water weirds have darkvision 60 feet.

    YAN-C-BIN (Prince of Evil Air Creatures) Gargantuan Elemental (Air) Hit Dice: 36d8+216 (378 hp) Initiative: +16 (+12 Dex, +4 Improved Initiative) Speed: Fly 100 ft (perfect) AC: 26 (-4 size, +12 Dex, +8 natural) Attacks: Slam +35/+30/+25/+30 melee Damage: Slam 2d10+12

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    Face/Reach: 20 ft by 20 ft/20 ft Special Attacks: Spell-like abilities, air mastery, whirlwind, summon air creatures Special Qualities: Elemental, immune to air at-tacks, damage reduction 15/+3, SR 20, immunities Saves: Fort +17, Ref +32, Will +16 Abilities: Str 26, Dex 35, Con 20, Int 20, Wis 18, Cha 18 Skills: Concentration +16, Intimidate +14, Knowl-edge (the planes) +15, Listen +29, Spot +29 Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Expertise, Great Cleave, Improved Critical (slam), Improved Initiative, Mobility, Power Attack, Sun-der, Weapon Finesse (slam) Climate/Terrain: Any land and underground Organization: Solitary or troupe (Yan-C-Bin plus 1d3 Large or Huge air elementals, 2-5 cloud giants, and 1-2 invisible stalkers) Challenge Rating: 17 Treasure: Double standard Alignment: Always neutral evil Advancement:

    Yan-C-Bin appears as a 35-foot tall air elemental and makes his home in a large airy palace on the Plane of Air.

    COMBAT

    Yan-C-Bin attacks with his slam attack and spell-like abilities in combat. If he becomes bored with com-bat or combat goes against him, he uses his sum-moning ability to call air creatures to his aid.

    Spell-Like Abilities: 3/daycontrol winds, chain lightning, obscuring mist, and wind wall; 1/daycontrol weather. These abilities are as the spells cast by a 20th-level sorcerer (save DC 14 + spell level).

    Air Mastery (Ex): Airborne creatures suffer a 1 penalty to attack and damage rolls against an air elemental.

    Whirlwind (Su): Yan-C-Bin can transform himself into a whirlwind once ever 10 minutes pro-vided he is and remain in that form for up to 18 rounds. In whirlwind form, he can move through the air or along a surface at his fly speed.

    The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and 80 feet tall. He controls the exact height, but it must be at least 10 feet.

    Creatures of Huge or smaller size take damage when caught in the whirlwind and might be lifted into the air. An affected creature must succeed at a Reflex save (DC 33) when it comes in contact with the whirlwind or take 2d8 points of damage. It must also succeed at a second Reflex save (same DC) or be

    picked up bodily and held suspended in the power-ful winds, automatically taking 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.

    Yan-C-Bin can eject any carried creatures whenever he wishes, depositing them wherever the whirlwind happens to be.

    If the whirlwinds base touches the ground, it cre-ates a swirling cloud of debris. This cloud is centered on Yan-C-Bin and has a diameter equal to half the whirlwinds height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those further away have total concealment (see Concealment page 133 in the PHB). Those caught in the cloud must succeed at a Concentration check to cast a spell (DC 33).

    Summon Air Creatures (Sp): Once per day, Yan-C-Bin can automatically summon 1d3 Large or Huge air elementals, 1d4 invisible stalkers, 1d4 cloud giants, or 1d3 wind walkers.

    Immune to Air Attacks (Ex): Yan-C-Bin is immune to any object cast into the air (thrown ob-jects, missile weapons, etc.). This immunity does not exten