Elemental Spirit
Wolf Fire Elemental Spirit CR 1
XP 400
N Medium outsider (elemental, extraplanar, fire)
Init +4; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 17, touch 15, flat-footed 12 (+1 dodge, +4 Dex, +2 natural)
hp 15 (2d10+4)
Fort +3, Ref +7, Will +0
Immune elemental traits, fire
Weaknesses vulnerability to cold
OFFENSE
Speed 80 ft.
Melee bite +3 (1d6+1, +2 fire) or slam +3 (1d4+1, +2 fire)
STATISTICS
Str 13, Dex 19, Con 15, Int 1, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 17 (21 vs. trip)
Feats Dodge
Human Earth Elemental Spirit CR 1/2
XP 200
N Medium outsider (elemental, extraplanar, earth)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +0
DEFENSE
AC 15, touch 9, flat-footed 15 (-1 Dex, +6 natural)
hp 6 (1d10+1)
Fort +3, Ref -1, Will +0
Immune elemental traits
OFFENSE
Speed 30 ft., burrow 20 ft.
Melee slam +3 (1d4+2, +1 acid)
STATISTICS
Str 14, Dex 8, Con 12, Int 1, Wis 11, Cha 11
Base Atk +1; CMB +3; CMD 12
Feats Improved Bull Rush
Elemental spirits are the transformed corpses of dead creatures, imbued with an elemental spirit through the use of an imbue elemental spirit spell. Each elemental spirit shares traits with a single elemental plane as well as the creature it was created from.
Elemental spirits have only basic thoughts and do not speak. They follow simple commands and if left unattended continue with the last task given to them. If they become uncontrolled, the elemental spirit will go to the nearest concentration of it's element and stay there. Elemental spirits will defend themselves if attacked but they will not actively seek harm to another creature unless ordered to do so.
Creating an Elemental Spirit
“Elemental Spirit” is an acquired template that can be added to any corporeal creature (other than an undead), referred to hereafter as the base creature.
Challenge Rating: This depends on the elemental spirits total number of Hit Dice, as follows:
XP 400
N Medium outsider (elemental, extraplanar, fire)
Init +4; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 17, touch 15, flat-footed 12 (+1 dodge, +4 Dex, +2 natural)
hp 15 (2d10+4)
Fort +3, Ref +7, Will +0
Immune elemental traits, fire
Weaknesses vulnerability to cold
OFFENSE
Speed 80 ft.
Melee bite +3 (1d6+1, +2 fire) or slam +3 (1d4+1, +2 fire)
STATISTICS
Str 13, Dex 19, Con 15, Int 1, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 17 (21 vs. trip)
Feats Dodge
Human Earth Elemental Spirit CR 1/2
XP 200
N Medium outsider (elemental, extraplanar, earth)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +0
DEFENSE
AC 15, touch 9, flat-footed 15 (-1 Dex, +6 natural)
hp 6 (1d10+1)
Fort +3, Ref -1, Will +0
Immune elemental traits
OFFENSE
Speed 30 ft., burrow 20 ft.
Melee slam +3 (1d4+2, +1 acid)
STATISTICS
Str 14, Dex 8, Con 12, Int 1, Wis 11, Cha 11
Base Atk +1; CMB +3; CMD 12
Feats Improved Bull Rush
Elemental spirits are the transformed corpses of dead creatures, imbued with an elemental spirit through the use of an imbue elemental spirit spell. Each elemental spirit shares traits with a single elemental plane as well as the creature it was created from.
Elemental spirits have only basic thoughts and do not speak. They follow simple commands and if left unattended continue with the last task given to them. If they become uncontrolled, the elemental spirit will go to the nearest concentration of it's element and stay there. Elemental spirits will defend themselves if attacked but they will not actively seek harm to another creature unless ordered to do so.
Creating an Elemental Spirit
“Elemental Spirit” is an acquired template that can be added to any corporeal creature (other than an undead), referred to hereafter as the base creature.
Challenge Rating: This depends on the elemental spirits total number of Hit Dice, as follows:
HD
1/2 1 2-3 4-5 6-7 8-9 10-11 12 13-14 15-16 17 18 19-20 |
CR
1/4 1/2 1 2 3 4 5 6 7 8 9 10 11 |
XP
100 200 400 600 800 1,200 1,600 2,400 3,200 4,800 6,400 9,600 12,800 |
Alignment: Always neutral.
Type: The creature's type changes to outsider and gains the elemental and extraplanar subtypes. It also gains the air, earth, fire, or water subtype based on the element used in it's creation. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind (such as giant). It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.
Armor Class: Natural armor is based on the elemental spirit's size and elemental subtype:
Type: The creature's type changes to outsider and gains the elemental and extraplanar subtypes. It also gains the air, earth, fire, or water subtype based on the element used in it's creation. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind (such as giant). It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.
Armor Class: Natural armor is based on the elemental spirit's size and elemental subtype:
Size
Tiny or smaller Small or Medium Large Huge Gargantuan Colossal Subtype Air/Fire Water Earth |
Natural Armor Bonus
+0 +2 +3 +4 +7 +11 +0 +2 +4 |
Hit Dice: Drop HD gained from class levels (minimum of 1) and change racial HD to d10s. Creatures without racial HD are treated as if they have 1 racial HD.
Saves: Base save bonuses are based off of elemental subtype as follows.
Air/Fire: Fort +1/2 HD, Ref +1/2 HD + 2, and Will +1/3 HD.
Earth/Water: Fort +1/2 HD + 2, Ref +1/3 HD, and Will +1/2 HD.
Defensive Abilities: An elemental spirit loses the base creature's defensive abilities. It gains all of the standard immunities and traits possessed by outsiders and elementals as well as it's elemental subtype.
Speed: Winged elemental spirits can still fly retaining the base creatures maneuverability. If the base creature flew magically, so can the elemental spirit. Retain all other movement types. Gains movement types based on elemental subtype.
Air: Fly 60 ft, perfect maneuverability
Earth: Burrow 20 ft
Fire: Move speed +30 ft
Water: Swim 60 ft
Attacks: An elemental spirit retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. It also gains a slam attack that deals damage based on the creatures size (see natural attacks).
Special Attacks: An elemental spirit retains none of the base creature's special attacks. It's slam and natural weapon attacks inflict additional damage based on it's elemental subtype equal to 1/HD.
Air: Electricity
Earth: Acid
Fire: Fire
Water: Cold
Abilities: An elemental spirit has an Int of 1 and its Wis and Cha become 11. It's physical abilities are adjusted according to elemental subtype.
Air: +1 Str, +2 Dex, +1 Con
Earth: +4 Str, -2 Dex, +2 Con
Fire: +4 Dex
Water: +2 Str, +2 Con
BAB: An elemental spirits base attack bonus is equal to its Hit Dice.
Skills: An elemental spirit loses all skill ranks possessed by the base creature and gains none of its own.
Feats: An elemental spirit loses all feats possessed by the base creature and gains a bonus feat based on it's elemental subtype.
Air: Improved Initiative
Earth: Improved Bull Rush
Fire: Dodge
Water: Power Attack
Special Qualities: An elemental spirit loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. It gains all the standard special qualities and traits possessed by outsiders and elementals as well as it's elemental subtype.
Environment: Any, usually the same as base creature.
Organization: Any.
Treasure: None.
Saves: Base save bonuses are based off of elemental subtype as follows.
Air/Fire: Fort +1/2 HD, Ref +1/2 HD + 2, and Will +1/3 HD.
Earth/Water: Fort +1/2 HD + 2, Ref +1/3 HD, and Will +1/2 HD.
Defensive Abilities: An elemental spirit loses the base creature's defensive abilities. It gains all of the standard immunities and traits possessed by outsiders and elementals as well as it's elemental subtype.
Speed: Winged elemental spirits can still fly retaining the base creatures maneuverability. If the base creature flew magically, so can the elemental spirit. Retain all other movement types. Gains movement types based on elemental subtype.
Air: Fly 60 ft, perfect maneuverability
Earth: Burrow 20 ft
Fire: Move speed +30 ft
Water: Swim 60 ft
Attacks: An elemental spirit retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. It also gains a slam attack that deals damage based on the creatures size (see natural attacks).
Special Attacks: An elemental spirit retains none of the base creature's special attacks. It's slam and natural weapon attacks inflict additional damage based on it's elemental subtype equal to 1/HD.
Air: Electricity
Earth: Acid
Fire: Fire
Water: Cold
Abilities: An elemental spirit has an Int of 1 and its Wis and Cha become 11. It's physical abilities are adjusted according to elemental subtype.
Air: +1 Str, +2 Dex, +1 Con
Earth: +4 Str, -2 Dex, +2 Con
Fire: +4 Dex
Water: +2 Str, +2 Con
BAB: An elemental spirits base attack bonus is equal to its Hit Dice.
Skills: An elemental spirit loses all skill ranks possessed by the base creature and gains none of its own.
Feats: An elemental spirit loses all feats possessed by the base creature and gains a bonus feat based on it's elemental subtype.
Air: Improved Initiative
Earth: Improved Bull Rush
Fire: Dodge
Water: Power Attack
Special Qualities: An elemental spirit loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. It gains all the standard special qualities and traits possessed by outsiders and elementals as well as it's elemental subtype.
Environment: Any, usually the same as base creature.
Organization: Any.
Treasure: None.