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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Conversion of System Rules Document monster information to XML format Copyright 2001 John Hanju Kim.
Ethereal Filcher
SizeAndType: Medium-Size Aberration
HitDice: 5d8 (22)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft.
ArmorClass: 17 (+4 Dex, +3 natural)
Attacks: Bite +3 melee
Damage: Bite 1d4
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Ethereal jaunt, detect magic
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 10, Dex 18, Con 11, Int 7, Wis 12, Cha 10
Skills: Listen +8, Pick Pocket +12, Spot +8
Feats: Improved Initiative
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 3
Treasure: No coins; standard goods; double items
Alignment: Usually neutral
Advancement: 6-7 HD (Medium-size); 8-15 HD (Large)
Description
General

Ethereal filchers do not speak.

Combat

An ethereal filcher lurks on the Ethereal Plane waiting for a likely mark. Upon locating one, it shifts to the Material Plane, attempting to catch its victim unawares. The creature attempts to snatch an item, then retreats quickly back to the Ethereal. It is not above delivering a bite to distract its target.

Special Ability

Ethereal Jaunt (Su): An ethereal filcher can shift from the Ethereal to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material. The ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer.

Special Ability

Detect Magic (Su): Ethereal filchers continuously detect magic as the spell cast by a 5th-level sorcerer. A filcher can suppress or restart the ability once per round as a free action.

Ethereal Marauder
SizeAndType: Medium-Size Magical Beast
HitDice: 2d10 (11)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft.
ArmorClass: 14 (+1 Dex, +3 natural)
Attacks: Bite +4
Damage: Bite 1d6+3
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Ethereal jaunt
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 14, Dex 12, Con 11, Int 7, Wis 12, Cha 10
Skills: Listen +6, Move Silently +6, Spot +6
Feats: Improved Initiative
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-7 HD (Medium-size); 8-15 HD (Large)
Description
General
Combat

Once a marauder locates prey, it shifts to the Material Plane to attack, attempting to catch its victim flat-footed. The creature bites its victim, then retreats quickly back to the Ethereal Plane. When badly hurt or wounded, the marauder escapes to its home plane rather than continue the fight.

Special Ability

Ethereal Jaunt (Su): An ethereal marauder can shift from the Ethereal to the Material Plane as a free action, and shift back again as a move-equivalent action (or as part of a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer.

Ettercap
SizeAndType: Medium-Size Aberration
HitDice: 5d8+5 (27)
Initiative: +3 (Dex)
Speed: 30 ft., climb 30 ft.
ArmorClass: 14 (+3 Dex, +1 natural)
Attacks: Bite +3 melee, 2 claws +1 melee
Damage: Bite 1d8 and poison, claws 1d3
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Web, poison
SpecialQualities: Low-light vision
Saves: Fort +2, Ref +4, Will +6
Abilities: Str 10, Dex 17, Con 13, Int 6, Wis 15, Cha 8
Skills: Climb +8, Craft (any one) +2, Hide +3*, Listen +10, Spot+10*
Feats: Multiattack
ClimateAndTerrain: Temperate and warm forests
Organization: Solitary, pair, or troupe (1-2 plus 2-4 Medium-size monstrous spiders)
ChallengeRating: 4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 6-7 HD (Medium-size); 8-15 HD (Large)
Description
General

Ettercaps speak Common.

Combat

Ettercaps are not brave creatures, but their cunning traps often ensure that the enemy never draws a weapon. When an ettercap does engage its enemies, it attacks with its keen-edged claws and venomous bite.

Special Ability

Web (Ex): An ettercap can cast a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium-size (see page 102 in the Player's Handbook for details on net attacks). The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check (DC 20) or burst the web with a successful Strength check (DC 26). The web has 6 hit points and takes double damage from fire. Ettercaps can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed at a Spot check (DC 20) to notice a web or stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points and takes double damage from fire. An ettercap can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.

Special Ability

Poison (Ex): Bite, Fortitude save (DC 13); initial damage 1d6 temporary Dexterity, secondary damage 2d6 temporary Dexterity.

Skills: *Ettercaps in shadow receive a +4 racial bonus to Hide and Spot checks.

Ettin
SizeAndType: Large Giant
HitDice: 10d8+20 (65)
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: 40 ft.
ArmorClass: 18 (-1 size, -1 Dex, +7 natural, +3 hide)
Attacks: 2 greatclubs +12/+7 melee; or 2 longspears +5/+0 ranged
Damage: Greatclub 1d10+6; longspear 1d8+6
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Superior two-weapon fighting
SpecialQualities: Darkvision 90 ft.
Saves: Fort +9, Ref +2, Will +3
Abilities: Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11
Skills: Listen +10, Search +0, Spot +10
Feats: Alertness, Improved Initiative, Power Attack
ClimateAndTerrain: Cold and temperate hill, mountains, andunderground
Organization: Solitary, gang (2-4), troupe (1-2 plus 1-2 brownbears), band (3-5 plus 1-2 brown bears), or colony (3-5 plus 1-2 brown bears and 7-12 orcs or 9-16 goblins)
ChallengeRating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Description
General

Ettins have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed at an Intelligence check (DC 15) to communicate with an ettin. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 10, and for someone who speaks all three, the DC is 5.

Special Ability

Superior Two-Weapon Fighting (Ex): An ettin fights with a club or spear in each hand. Because each of its two heads controls an arm, the ettin does not suffer an attack or damage penalty for attacking with two weapons.

Skills: An ettin's two heads give it a +2 racial bonus to Listen, Spot, and Search checks.

Elemental:Air Elemental, Small
SizeAndType: Small Elemental (Air)
HitDice: 2d8 (9)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: Fly 100 ft. (perfect)
ArmorClass: 17 (+1 size, +3 Dex, +3 natural)
Attacks: Slam +5 melee
Damage: Slam 1d4
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Air mastery, whirlwind
SpecialQualities: Elemental
Saves: Fort +0, Ref +6, Will +0
Abilities: Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +5, Spot +5
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (slam)
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Description
General

A small air elemental is 4 feet high and weighs 1 lb.

Air elementals speak Auran, although they rarely choose to do so. Their voices sound like the high-pitched screech of a tornado or the low moan of a midnight storm.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

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

Special Ability

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is DC 11, damage 1d4, and height up to 20 feet.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

Creatures one or more sizes smaller than the elemental might take damage when caught in the whirlwind (see the following table for details) and may be lifted into the air. An affected creature must succeed at a Reflex save when it comes into contact with the whirlwind or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the listed damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).

Elemental:Air Elemental, Medium
SizeAndType: Medium-Size Elemental (Air)
HitDice: 4d8+8 (26)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: Fly 100 ft. (perfect)
ArmorClass: 18 (+5 Dex, +3 natural)
Attacks: Slam +8 melee
Damage: Slam 1d6+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Air mastery, whirlwind
SpecialQualities: Elemental
Saves: Fort +3, Ref +9, Will +1
Abilities: Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +7, Spot +7
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (slam)
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium-size)
Description
General

A medium-size air elemental is 8 feet high and weighs 2 lbs.

Air elementals speak Auran, although they rarely choose to do so. Their voices sound like the high-pitched screech of a tornado or the low moan of a midnight storm.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

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

Special Ability

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is DC 13, damage 1d6, and height up to 30 feet.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

Creatures one or more sizes smaller than the elemental might take damage when caught in the whirlwind (see the following table for details) and may be lifted into the air. An affected creature must succeed at a Reflex save when it comes into contact with the whirlwind or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the listed damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).

Elemental:Air Elemental, Large
SizeAndType: Large Elemental (Air)
HitDice: 8d8+24 (60)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: Fly 100 ft. (perfect)
ArmorClass: 20 (-1 size, +7 Dex, +4 natural)
Attacks: Slam +12/+7 melee
Damage: Slam 2d6+3
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Air mastery, whirlwind
SpecialQualities: Elemental, damage reduction 10/+1
Saves: Fort +5, Ref +13, Will +2
Abilities: Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +11
Feats: Dodge, Flyby Attack, Improved Initiative, Weapon Finesse (slam)
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large)
Description
General

A large air elemental is 16 feet high and weighs 4 lbs.

Air elementals speak Auran, although they rarely choose to do so. Their voices sound like the high-pitched screech of a tornado or the low moan of a midnight storm.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

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

Special Ability

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is DC 16, damage 2d6, and height up to 40 feet.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

Creatures one or more sizes smaller than the elemental might take damage when caught in the whirlwind (see the following table for details) and may be lifted into the air. An affected creature must succeed at a Reflex save when it comes into contact with the whirlwind or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the listed damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).

Elemental:Air Elemental, Huge
SizeAndType: Huge Elemental (Air)
HitDice: 16d8+64 (136)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: Fly 100 ft. (perfect)
ArmorClass: 21 (-2 size, +9 Dex, +4 natural)
Attacks: Slam +19/+14/+9 melee
Damage: Slam 2d8+6
FaceAndReach: 10 ft. by 5 ft./15 ft.
SpecialAttacks: Air mastery, whirlwind
SpecialQualities: Elemental, damage reduction 10/+2
Saves: Fort +9, Ref +19, Will +5
Abilities: Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +18, Spot +18
Feats: Dodge, Flyby Attack, Improved Initiative, Weapon Finesse (slam) Weapon Finesse (slam)
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 17-20 HD (Huge)
Description
General

A huge air elemental is 32 feet high and weighs 8 lbs.

Air elementals speak Auran, although they rarely choose to do so. Their voices sound like the high-pitched screech of a tornado or the low moan of a midnight storm.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

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

Special Ability

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is DC 22, damage 2d8, and height 10-50 feet.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

Creatures one or more sizes smaller than the elemental might take damage when caught in the whirlwind (see the following table for details) and may be lifted into the air. An affected creature must succeed at a Reflex save when it comes into contact with the whirlwind or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the listed damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).

Elemental:Air Elemental, Greater
SizeAndType: Huge Elemental (Air)
HitDice: 21d8+84 (178)
Initiative: +14 (+10 Dex, +4 Improved Initiative)
Speed: Fly 100 ft. (perfect)
ArmorClass: 26 (-2 size, +10 Dex, +8 natural)
Attacks: Slam +23/+18/+13 melee
Damage: Slam 2d8+7
FaceAndReach: 10 ft. by 5 ft./15 ft.
SpecialAttacks: Air mastery, whirlwind
SpecialQualities: Elemental, damage reduction 10/+2
Saves: Fort +11, Ref +22, Will +7
Abilities: Str 20, Dex 31, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +23, Spot +23
Feats: Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse (slam)
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 22-23 HD (Huge)
Description
General

A greater air elemental is 36 feet high and weighs 10 lbs.

Air elementals speak Auran, although they rarely choose to do so. Their voices sound like the high-pitched screech of a tornado or the low moan of a midnight storm.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

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

Special Ability

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is DC 25, damage 2d8, and height 10-60 feet.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

Creatures one or more sizes smaller than the elemental might take damage when caught in the whirlwind (see the following table for details) and may be lifted into the air. An affected creature must succeed at a Reflex save when it comes into contact with the whirlwind or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the listed damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).

Elemental:Air Elemental, Elder
SizeAndType: Huge Elemental (Air)
HitDice: 24d8+96 (204)
Initiative: +15 (+11 Dex, +4 Improved Initiative)
Speed: Fly 100 ft. (perfect)
ArmorClass: 27 (-2 size, +11 Dex, +8 natural)
Attacks: Slam +27/+22/+17/+12 melee
Damage: Slam 2d8+9
FaceAndReach: 10 ft. by 5 ft./15 ft.
SpecialAttacks: Air mastery, whirlwind
SpecialQualities: Elemental, damage reduction 15/+3
Saves: Fort +12, Ref +25, Will +8
Abilities: Str 22, Dex 33, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +26, Spot +26
Feats: Dodge, Flyby Attack, Improved Initiative, Mobility,
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 25+ HD (Huge)
Description
General

An elder air elemental is 40 feet high and weighs 12 lbs.

Air elementals speak Auran, although they rarely choose to do so. Their voices sound like the high-pitched screech of a tornado or the low moan of a midnight storm.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

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

Special Ability

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is DC 27, damage 2d8, and height 10-60 feet.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

Creatures one or more sizes smaller than the elemental might take damage when caught in the whirlwind (see the following table for details) and may be lifted into the air. An affected creature must succeed at a Reflex save when it comes into contact with the whirlwind or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the listed damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).

Elemental:Earth Elemental, Small
SizeAndType: Small Elemental (Earth)
HitDice: 2d8+2 (11)
Initiative: -1 (Dex)
Speed: 20 ft.
ArmorClass: 17 (+1 size, -1 Dex, +7 natural)
Attacks: Slam +5 melee
Damage: Slam 1d6+4
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Earth mastery, push
SpecialQualities: Elemental
Saves: Fort +4, Ref -1, Will +0
Abilities: Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +5, Spot +5
Feats: Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Description
General

Small earth elementals are 4 feet high and weigh 80 lbs.

Earth elementals speak Terran but rarely choose to do so.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

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

Special Ability

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.

Elemental:Earth Elemental, Medium
SizeAndType: Medium-Size Elemental (Earth)
HitDice: 4d8+12 (30)
Initiative: -1 (Dex)
Speed: 20 ft.
ArmorClass: 18 (-1 Dex, +9 natural)
Attacks: Slam +8 melee
Damage: Slam 1d8+7
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Earth mastery, push
SpecialQualities: Elemental
Saves: Fort +7, Ref +0, Will +1
Abilities: Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Skills: Listen +7, Spot +7
Feats: Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium-size)
Description
General

Medium-size Earth Elementals are 8 feet high and weigh 750 lbs.

Earth elementals speak Terran but rarely choose to do so.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

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

Special Ability

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.

Elemental:Earth Elemental, Large
SizeAndType: Large Elemental (Earth)
HitDice: 8d8+32 (68)
Initiative: -1 (Dex)
Speed: 20 ft.
ArmorClass: 18 (-1 size, -1 Dex, +10 natural)
Attacks: Slam +12/+7 melee
Damage: Slam 2d8+10
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Earth mastery, push
SpecialQualities: Elemental, damage reduction 10/+1
Saves: Fort +10, Ref +1, Will +2
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +11
Feats: Cleave, Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large)
Description
General

Large Earth Elementals are 16 feet high and weigh 6,000 lbs.

Earth elementals speak Terran but rarely choose to do so.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

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

Special Ability

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.

Elemental:Earth Elemental, Huge
SizeAndType: Huge Elemental (Earth)
HitDice: 16d8+80 (152)
Initiative: -1 (Dex)
Speed: 20 ft.
ArmorClass: 18 (-2 size, -1 Dex, +11 natural)
Attacks: Slam +19/+14/+9 melee
Damage: Slam 2d10+13
FaceAndReach: 10 ft. by 5 ft./15 ft.
SpecialAttacks: Earth mastery, push
SpecialQualities: Elemental, damage reduction 10/+2
Saves: Fort +15, Ref +4, Will +5
Abilities: Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +18, Spot +18
Feats: Cleave, Great Cleave, Power Attack, Sunder
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 17-20 HD (Huge)
Description
General

Huge earth elementals are 32 feet high and weigh 48,000 lbs.

Earth elementals speak Terran but rarely choose to do so.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

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

Special Ability

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.

Elemental:Earth Elemental, Greater
SizeAndType: Huge Elemental (Earth)
HitDice: 21d8+105 (199)
Initiative: -1 (Dex)
Speed: 20 ft.
ArmorClass: 20 (-2 size, -1 Dex, +13 natural)
Attacks: Slam +23/+18/+13 melee
Damage: Slam 2d10+15
FaceAndReach: 10 ft. by 5 ft./15 ft.
SpecialAttacks: Earth mastery, push
SpecialQualities: Elemental, damage reduction 10/+2
Saves: Fort +17, Ref +6, Will +7
Abilities: Str 31, Dex 8, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +23, Spot +23
Feats: Cleave, Great Cleave, Improved Critical (slam), Power Attack, Sunder
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 22-23 HD (Huge)
Description
General

Greater earth elementals are 36 feet high and weigh 54,000 lbs.

Earth elementals speak Terran but rarely choose to do so.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

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

Special Ability

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.

Elemental:Earth Elemental, Elder
SizeAndType: Huge Elemental (Earth)
HitDice: 24d8+120 (228)
Initiative: -1 (Dex)
Speed: 20 ft.
ArmorClass: 22 (-2 size, -1 Dex, +15 natural)
Attacks: Slam +27/+22/+17/+12 melee
Damage: Slam 2d10+16
FaceAndReach: 10 ft. by 5 ft./15 ft.
SpecialAttacks: Earth mastery, push
SpecialQualities: Elemental, damage reduction 15/+3
Saves: Fort +19, Ref +7, Will +8
Abilities: Str 33, Dex 8, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +26, Spot +26
Feats: Cleave, Great Cleave, Improved Critical (slam), Power Attack, Sunder
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 25+ HD (Huge)
Description
General

Elder earth elementals are 40 feet high and weigh 60,000 lbs.

Earth elementals speak Terran but rarely choose to do so.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

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

Special Ability

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.

Elemental:Fire Elemental, Small
SizeAndType: Small Elemental (Fire)
HitDice: 2d8 (9)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 50 ft.
ArmorClass: 15 (+1 size, +1 Dex, +3 natural)
Attacks: Slam +3 melee
Damage: Slam 1d4 and 1d4 fire
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Burn
SpecialQualities: Elemental, fire subtype
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +5, Spot +5
Feats: Improved Initiative, Weapon Finesse (slam)
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Description
General

A small fire elemental is 4 feet high and weighs 1 lb.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

Burn (Ex): Those hit by a fire elemental's slam attack must succeed at a Reflex save (DC 11) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch fire unless they succeed at a Reflex save.

Special Ability

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

Elemental:Fire Elemental, Medium
SizeAndType: Medium-Size Elemental (Fire)
HitDice: 4d8+8 (26)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 50 ft.
ArmorClass: 16 (+0 size, +3 Dex, +3 natural)
Attacks: Slam +6 melee
Damage: Slam 1d6+1 and 1d6 fire
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Burn
SpecialQualities: Elemental, fire subtype
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +7, Spot +7
Feats: Improved Initiative, Weapon Finesse (slam)
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium-size)
Description
General

A medium-size fire elemental is 8 feet high and weights 2 lbs.

Fire elementals speak Ignan, though they rarely choose to do so. When one does, its voice sounds like the crackle and hiss of a great fire.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

Burn (Ex): Those hit by a fire elemental's slam attack must succeed at a Reflex save (DC 14) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch fire unless they succeed at a Reflex save.

Special Ability

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

Elemental:Fire Elemental, Large
SizeAndType: Large Elemental (Fire)
HitDice: 8d8+24 (60)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 50 ft.
ArmorClass: 18 (-1 size, +5 Dex, +4 natural)
Attacks: Slam +10/+5 melee
Damage: Slam 2d6+3 and 2d6 fire
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Burn
SpecialQualities: Elemental, damage reduction 10/+1, fire subtype
Saves: Fort +5, Ref +11, Will +2
Abilities: Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +11
Feats: Dodge, Improved Initiative, Weapon Finesse (slam)
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large)
Description
General

A large fire elemental is 16 feet high and weighs 4 lbs.

Fire elementals speak Ignan, though they rarely choose to do so. When one does, its voice sounds like the crackle and hiss of a great fire.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

Burn (Ex): Those hit by a fire elemental's slam attack must succeed at a Reflex save (DC 17) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch fire unless they succeed at a Reflex save.

Special Ability

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

Elemental:Fire Elemental, Huge
SizeAndType: Huge Elemental (Fire)
HitDice: 16d8+64 (136)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: 50 ft.
ArmorClass: 19 (-2 size, +7 Dex, +4 natural)
Attacks: Slam +17/+12/+7 melee
Damage: Slam 2d8+6 and 2d8 fire
FaceAndReach: 10 ft. by 5 ft./15 ft.
SpecialAttacks: Burn
SpecialQualities: Elemental, damage reduction 10/+2, fire subtype
Saves: Fort +9, Ref +17, Will +5
Abilities: Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +18, Spot +18
Feats: Dodge, Improved Initiative, Mobility, Weapon Finesse (slam)
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 17-20 HD (Huge)
Description
General

A huge fire elemental is 32 feet high and weighs 8 lbs.

Fire elementals speak Ignan, though they rarely choose to do so. When one does, its voice sounds like the crackle and hiss of a great fire.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

Burn (Ex): Those hit by a fire elemental's slam attack must succeed at a Reflex save (DC 22) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch fire unless they succeed at a Reflex save.

Special Ability

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

Elemental:Fire Elemental, Greater
SizeAndType: Huge Elemental (Fire)
HitDice: 21d8+84 (178)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 50 ft.
ArmorClass: 24 (-2 size, +8 Dex, +8 natural)
Attacks: Slam +21/+16/+11 melee
Damage: Slam 2d8+7 and 2d8 fire
FaceAndReach: 10 ft. by 5 ft./15 ft.
SpecialAttacks: Burn
SpecialQualities: Elemental, damage reduction 10/+2, fire subtype
Saves: Fort +11, Ref +20, Will +7
Abilities: Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +23, Spot +23
Feats: Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse (slam)
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 22-23 HD (Huge)
Description
General

A greater fire elemental is 36 feet high and weighs 10 lbs.

Fire elementals speak Ignan, though they rarely choose to do so. When one does, its voice sounds like the crackle and hiss of a great fire.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

Burn (Ex): Those hit by a fire elemental's slam attack must succeed at a Reflex save (DC 24) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch fire unless they succeed at a Reflex save.

Special Ability

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

Elemental:Fire Elemental, Elder
SizeAndType: Huge Elemental (Fire)
HitDice: 24d8+96 (204)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: 50 ft.
ArmorClass: 25 (-2 size, +9 Dex, +8 natural)
Attacks: Slam +25/+20/+15/+10 melee
Damage: Slam 2d8+9 and 2d8 fire
FaceAndReach: 10 ft. by 5 ft./15 ft.
SpecialAttacks: Burn
SpecialQualities: Elemental, damage reduction 15/+3, fire subtype
Saves: Fort +12, Ref +23, Will +8
Abilities: Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +26, Spot +26
Feats: Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse (slam)
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 25+ HD (Huge)
Description
General

An elder fire elemental is 40 feet high and weighs 12 lbs.

Fire elementals speak Ignan, though they rarely choose to do so. When one does, its voice sounds like the crackle and hiss of a great fire.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

Burn (Ex): Those hit by a fire elemental's slam attack must succeed at a Reflex save (DC 26) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch fire unless they succeed at a Reflex save.

Special Ability

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

Elemental:Water Elemental, Small
SizeAndType: Small Elemental (Water)
HitDice: 2d8+2 (11)
Initiative: +0
Speed: 20 ft., swim 90 ft.
ArmorClass: 17 (+1 size, +0 Dex, +6 natural)
Attacks: Slam +4 melee
Damage: Slam 1d6+3
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Water mastery, drench, vortex
SpecialQualities: Elemental
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +5, Spot +5
Feats: Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Description
General

A small water elemental is 4 feet high and weighs 34 lbs.

Water elementals speak Aquan but rarely choose to do so.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

Water Mastery (Ex): A water elemental gains a +1 attack and damage bonus if both it and its opponent touch water. If the opponent or elemental is landbound, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. The elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

Special Ability

Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the elemental's HD total.

Special Ability

Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is DC 13, damage 1d4, and up to 20 feet high.

The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

Creatures one or more sizes smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed at a Reflex save when it comes into contact with the vortex or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).

Elemental:Water Elemental, Medium
SizeAndType: Medium-Size Elemental (Water)
HitDice: 4d8+12 (30)
Initiative: +1 (Dex)
Speed: 20 ft., swim 90 ft.
ArmorClass: 19 (+1 Dex, +8 natural)
Attacks: Slam +6 melee
Damage: Slam 1d8+4
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Water mastery, drench, vortex
SpecialQualities: Elemental
Saves: Fort +7, Ref +2, Will +1
Abilities: Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11
Skills: Listen +7, Spot +7
Feats: Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium-size)
Description
General

A medium-size water elemental is 8 feet high and weighs 280 lbs.

Water elementals speak Aquan but rarely choose to do so.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

Water Mastery (Ex): A water elemental gains a +1 attack and damage bonus if both it and its opponent touch water. If the opponent or elemental is landbound, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. The elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

Special Ability

Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the elemental's HD total.

Special Ability

Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is DC 15, damage 1d6, and up to 30 feet high.

The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

Creatures one or more sizes smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed at a Reflex save when it comes into contact with the vortex or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).

Elemental:Water Elemental, Large
SizeAndType: Large Elemental (Water)
HitDice: 8d8+32 (68)
Initiative: +2 (Dex)
Speed: 20 ft., swim 90 ft.
ArmorClass: 20 (-1 size, +2 Dex, +9 natural)
Attacks: Slam +10/+5 melee
Damage: Slam 2d8+7
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Water mastery, drench, vortex
SpecialQualities: Elemental, damage reduction 10/+1
Saves: Fort +10, Ref +4, Will +2
Abilities: Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +11
Feats: Cleave, Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large)
Description
General

A large water elemental is 16 feet high and weighs 2,250 lbs.

Water elementals speak Aquan but rarely choose to do so.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

Water Mastery (Ex): A water elemental gains a +1 attack and damage bonus if both it and its opponent touch water. If the opponent or elemental is landbound, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. The elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

Special Ability

Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the elemental's HD total.

Special Ability

Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is DC 19, damage 2d6, and up to 40 feet high.

The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

Creatures one or more sizes smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed at a Reflex save when it comes into contact with the vortex or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).

Elemental:Water Elemental, Huge
SizeAndType: Huge Elemental (Water)
HitDice: 16d8+80 (152)
Initiative: +4 (Dex)
Speed: 20 ft., swim 90 ft.
ArmorClass: 21 (-2 size, +4 Dex, +9 natural)
Attacks: Slam +17/+12/+7 melee
Damage: Slam 2d10+10
FaceAndReach: 10 ft. by 5 ft./15 ft.
SpecialAttacks: Water mastery, drench, vortex
SpecialQualities: Elemental, damage reduction 10/+2, fire immunity
Saves: Fort +15, Ref +9, Will +5
Abilities: Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +18, Spot +18
Feats: Cleave, Great Cleave, Power Attack, Sunder
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 17-20 HD (Huge)
Description
General

A huge water elemental is 32 feet high and weighs 18,000 lbs.

Water elementals speak Aquan but rarely choose to do so.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

Water Mastery (Ex): A water elemental gains a +1 attack and damage bonus if both it and its opponent touch water. If the opponent or elemental is landbound, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. The elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

Special Ability

Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the elemental's HD total.

Special Ability

Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is DC 25, damage 2d8, and up to 50 feet high.

The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

Creatures one or more sizes smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed at a Reflex save when it comes into contact with the vortex or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).

Elemental:Water Elemental, Greater
SizeAndType: Huge Elemental (Water)
HitDice: 21d8+105 (199)
Initiative: +5 (Dex)
Speed: 20 ft., swim 90 ft.
ArmorClass: 22 (-2 size, +5 Dex, +9 natural)
Attacks: Slam +21/+16/+11 melee
Damage: Slam 2d10+12
FaceAndReach: 10 ft. by 5 ft./15 ft.
SpecialAttacks: Water mastery, drench, vortex
SpecialQualities: Elemental, damage reduction 10/+2, fire immunity
Saves: Fort +17, Ref +12, Will +7
Abilities: Str 26, Dex 20, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +23, Spot +23
Feats: Cleave, Great Cleave, Improved Critical (slam), Power Attack, Sunder
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 22-23 HD (Huge)
Description
General

A greater water elemental is 36 feet high and weighs 21,000 lbs.

Water elementals speak Aquan but rarely choose to do so.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

Water Mastery (Ex): A water elemental gains a +1 attack and damage bonus if both it and its opponent touch water. If the opponent or elemental is landbound, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. The elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

Special Ability

Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the elemental's HD total.

Special Ability

Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is DC 26, damage 2d8, and up to 60 feet high.

The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

Creatures one or more sizes smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed at a Reflex save when it comes into contact with the vortex or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).

Elemental:Water Elemental, Elder
SizeAndType: Huge Elemental (Water)
HitDice: 24d8+120 (228)
Initiative: +6 (Dex)
Speed: 20 ft., swim 90 ft.
ArmorClass: 23 (-2 size, +6 Dex, +9 natural)
Attacks: Slam +25/+20/+15/+10 melee
Damage: Slam 2d10+13
FaceAndReach: 10 ft. by 5 ft./15 ft.
SpecialAttacks: Water mastery, drench, vortex
SpecialQualities: Elemental, damage reduction 15/+3, fire immunity
Saves: Fort +19, Ref +14, Will +8
Abilities: Str 28, Dex 22, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +26, Spot +26
Feats: Cleave, Great Cleave, Improved Critical (slam), Power Attack, Sunder
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 25+ HD (Huge)
Description
General

A greater water elemental is 36 feet high and weighs 21,000 lbs.

Water elementals speak Aquan but rarely choose to do so.

Special Ability

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Special Ability

Water Mastery (Ex): A water elemental gains a +1 attack and damage bonus if both it and its opponent touch water. If the opponent or elemental is landbound, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. The elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

Special Ability

Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the elemental's HD total.

Special Ability

Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is DC 29, damage 2d8, and up to 60 feet high.

The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

Creatures one or more sizes smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed at a Reflex save when it comes into contact with the vortex or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).

Elf:High Elf
SizeAndType: Medium-Size Humanoid (Elf)
HitDice: 1d8-1 (3)
Initiative: +1 (Dex)
Speed: 30 ft.
ArmorClass: 15 (+1 Dex, +3 studded leather, +1 small shield)
Attacks: Longsword +1 melee; or longbow +2 ranged
Damage: Longsword 1d8; or longbow 1d8
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Low-light vision, elven traits
Saves: Fort +1, Ref +1, Will +0
Abilities: Str 10, Dex 13, Con 8, Int 11, Wis 11, Cha 11
Skills: Hide +1, Listen +3, Search +3, Spot +2
Feats: Weapon Focus (longbow)
ClimateAndTerrain: Temperate forest
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
ChallengeRating: 1/2
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Description
General

Elves speak Elven, and most also know Common and Sylvan.

Combat

Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead. Their wizards often use sleep spells during combat because these won't affect other elves.

Special Ability

Elven Traits (Ex): Elves benefit from a number of racial traits.

  • Proficient with longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.
  • Immunity to magic sleep spells and effects.
  • +2 racial bonus to Will saves against enchantment spells or effects.
  • Low-Light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, etc.
  • +2 racial bonus to Search, Spot, and Listen checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.

An elf's favored class is wizard.

Elf:Half Elf
SizeAndType: Medium-Size Humanoid (Elf)
HitDice: 1d8-1 (3)
Initiative: +1 (Dex)
Speed: 30 ft.
ArmorClass: 15 (+1 Dex, +3 studded leather, +1 small shield)
Attacks: Longsword +1 melee; or longbow +2 ranged
Damage: Longsword 1d8; or longbow 1d8
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Low-light vision, elven traits
Saves: Fort +1, Ref +1, Will +0
Abilities: Str 10, Dex 13, Con 8, Int 11, Wis 11, Cha 11
Skills: Hide +1, Listen +3, Search +3, Spot +2
Feats: Weapon Focus (longbow)
ClimateAndTerrain: Any land
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
ChallengeRating: 1/2
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Description
General

Half-elves speak Elven, and most also know Common and Sylvan.

Combat

Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead. Their wizards often use sleep spells during combat because these won't affect other elves.

Special Ability

Half-Elven Traits (Ex): These are in addition to the basic elf traits, except where noted here.

  • Proficient with longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.
  • Immunity to magic sleep spells and effects.
  • +2 racial bonus to Will saves against enchantment spells or effects.
  • Low-Light Vision: Half-elves can see twice as far as a human in starlight, moonlight, torchlight, etc.
  • +1 racial bonus to Search, Spot, and Listen checks.

A half-elf can choose any class as his or her favored class.

Elf:Aquatic Elf
SizeAndType: Medium-Size Humanoid (Elf)
HitDice: 1d8-1 (3)
Initiative: +1 (Dex)
Speed: 30 ft., swim 40 feet.
ArmorClass: 15 (+1 Dex, +3 studded leather, +1 small shield)
Attacks: Longsword +1 melee; or longbow +2 ranged
Damage: Longsword 1d8; or longbow 1d8
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Low-light vision, elven traits, gills
Saves: Fort +1, Ref +1, Will +0
Abilities: Str 10, Dex 13, Con 10, Int 9, Wis 11, Cha 11
Skills: Hide +1, Listen +3, Search +3, Spot +2
Feats: Weapon Focus (longbow)
ClimateAndTerrain: Temperate aquatic
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
ChallengeRating: 1/2
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Description
General

Elves speak Elven, and most also know Common and Sylvan.

Combat

Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead. Their wizards often use sleep spells during combat because these won't affect other elves.

Special Ability

Aquatic Elf Traits (Ex): Aquatic elves benefit from a number of racial traits.

  • Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution.
  • Proficient with longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.
  • Immunity to magic sleep spells and effects.
  • +2 racial bonus to Will saves against enchantment spells or effects.
  • Low-Light Vision: Aquatic elves can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination.
  • +2 racial bonus to Search, Spot, and Listen checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.

An aquatic elf's favored class is fighter.

Elf:Drow
SizeAndType: Medium-Size Humanoid (Elf)
HitDice: 1d8-1 (3)
Initiative: +1 (Dex)
Speed: 30 ft.
ArmorClass: 15 (+1 Dex, +3 studded leather, +1 small shield)
Attacks: Longsword +1 melee; or longbow +2 ranged
Damage: Longsword 1d8; or longbow 1d8
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Spell-like abilities
SpecialQualities: Darkvision, SR 11, elven traits, light blindness
Saves: Fort +1, Ref +1, Will +0
Abilities: Str 10, Dex 13, Con 8, Int 13, Wis 11, Cha 9
Skills: Hide +1, Listen +3, Search +3, Spot +2
Feats: Weapon Focus (longbow)
ClimateAndTerrain: Any underground
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
ChallengeRating: 1
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Description
General

Drow speak their own language, Drow. Many also speak Undercommon.

Combat

Drow are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead. Their wizards often use sleep spells during combat because these won't affect other elves.

Drow usually coat their arrows with a potent venom: Poisoned Arrows: Fortitude save (DC 17) or fall unconscious. After 1 minute, the subject must succeed at another Fortitude save (DC 17) or remain unconscious for 2d4 hours.

Special Ability

Drow Traits (Ex): Drow benefit from a number of racial traits.

  • Spell resistance 11 + class level.
  • Immunity to magic sleep spells and effects.
  • Spell-Like Abilities: 1/day-dancing lights, darkness, and faerie fire. These abilities are as the spells cast by a sorcerer of the drow's character level.
  • +2 racial bonus to Will saves against spells and spell-like abilities.
  • +2 racial bonus to Will saves against enchantment spells or effects.
  • +2 racial bonus to Search, Spot, and Listen checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.
  • Darkvision up to 120 feet.
  • Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. In addition, they suffer a -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.

A male drow's favored class is wizard. Female drow favor the cleric class rather than wizard and have access to two of the following domains: Chaos, Destruction, Evil, and Trickery.

Elf:Gray Elf
SizeAndType: Medium-Size Humanoid (Elf)
HitDice: 1d8-1 (3)
Initiative: +1 (Dex)
Speed: 30 ft.
ArmorClass: 15 (+1 Dex, +3 studded leather, +1 small shield)
Attacks: Longsword +1 melee; or longbow +2 ranged
Damage: Longsword 1d8; or longbow 1d8
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Low-light vision, elven traits
Saves: Fort +1, Ref +1, Will +0
Abilities: Str 8, Dex 13, Con 8, Int 13, Wis 10, Cha 11
Skills: Hide +1, Listen +3, Search +3, Spot +2
Feats: Weapon Focus (longbow)
ClimateAndTerrain: Temperate forest and mountains
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
ChallengeRating: 1/2
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Description
General

Gray elves speak Elven. Being reclusive, few learn Common or Sylvan, although there are exceptions.

Combat

Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead. Their wizards often use sleep spells during combat because these won't affect other elves.

Special Ability

Elven Traits (Ex): Elves benefit from a number of racial traits.

  • Proficient with longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.
  • Immunity to magic sleep spells and effects.
  • +2 racial bonus to Will saves against enchantment spells or effects.
  • Low-Light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, etc.
  • +2 racial bonus to Search, Spot, and Listen checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.

A gray elf's favored class is wizard.

Elf:Wild Elf
SizeAndType: Medium-Size Humanoid (Elf)
HitDice: 1d8-1 (3)
Initiative: +1 (Dex)
Speed: 30 ft.
ArmorClass: 15 (+1 Dex, +3 studded leather, +1 small shield)
Attacks: Longsword +1 melee; or longbow +2 ranged
Damage: Longsword 1d8; or longbow 1d8
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Low-light vision, elven traits
Saves: Fort +1, Ref +1, Will +0
Abilities: Str 10, Dex 13, Con 10, Int 9, Wis 10, Cha 11
Skills: Hide +1, Listen +3, Search +3, Spot +2
Feats: Weapon Focus (longbow)
ClimateAndTerrain: Temperate and warm forest
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
ChallengeRating: 1/2
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Description
General

Wild elves speak Elven and Sylvan.

Combat

Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead. Their wizards often use sleep spells during combat because these won't affect other elves.

Special Ability

Elven Traits (Ex): Elves benefit from a number of racial traits.

  • Proficient with longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.
  • Immunity to magic sleep spells and effects.
  • +2 racial bonus to Will saves against enchantment spells or effects.
  • Low-Light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, etc.
  • +2 racial bonus to Search, Spot, and Listen checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.

A wild elf's favored class is sorcerer, although many are barbarians as well.

Elf:Wood Elf
SizeAndType: Medium-Size Humanoid (Elf)
HitDice: 1d8-1 (3)
Initiative: +1 (Dex)
Speed: 30 ft.
ArmorClass: 15 (+1 Dex, +3 studded leather, +1 small shield)
Attacks: Longsword +1 melee; or longbow +2 ranged
Damage: Longsword 1d8; or longbow 1d8
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Low-light vision, elven traits
Saves: Fort +1, Ref +1, Will +0
Abilities: Str 12, Dex 13, Con 8, Int 9, Wis 11, Cha 9
Skills: Hide +1, Listen +3, Search +3, Spot +2
Feats: Weapon Focus (longbow)
ClimateAndTerrain: Temperate forest
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
ChallengeRating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Description
General

Wood elves speak Elven and Sylvan.

Combat

Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead. Their wizards often use sleep spells during combat because these won't affect other elves.

Special Ability

Elven Traits (Ex): Elves benefit from a number of racial traits.

  • Proficient with longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.
  • Immunity to magic sleep spells and effects.
  • +2 racial bonus to Will saves against enchantment spells or effects.
  • Low-Light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, etc.
  • +2 racial bonus to Search, Spot, and Listen checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.

A wood elf's favored class is ranger.