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BOOK 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 origins to one of the Elemental Planes. The standard
elementals can be found in the Monster Manual.
The Manual of the Planes adds the paraelementals 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
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Scott Greene, Boz


Scott Greene
Scott Greene
Scott Greene
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, windblast
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 opponents 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 constrict.
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 verbal 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 constant, 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 unerringly, 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

plane 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, paralysis, 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 returning whatever object or creature is described. Of
course, the object or creature must be such as to allow 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 positive 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 tentacles 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 chamrol 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 constrict.
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 double damage from acid.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

GREATER CHAMROL
The greater chamrol appears as the standard chamrol, 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 Creatures)
Gargantuan Elemental (Cold)
Hit Dice: 36d8+180 (342 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft

AC: 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, spelllike 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, Knowledge (the planes) +10, Listen +28, Spot +28
Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, 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 juncture of the Elemental Plane of Air and the Plane of
Water. He appears as a 35-foot tall yeti with tentacles 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 Cryonaxs 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 damage 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 summon 1 adult white dragon, 1d4 frost giants, or 2d4

yetis). These abilities are as the spells cast by a 15thlevel sorcerer (save DC 14 + spell level).
Elemental: Immune to poison, sleep, paralysis, 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 proclamations 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

these 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 domain from thieves, and acquiring more wealth and
personal power, with aspirations of demigodhood.

COMBAT
Crystalle is the most powerful of the mineral elementals, and is a truly formidable opponent due in
large part to his high intelligence and cunning. Crystalle 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, Crystalle 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 unlimited charges and functions only in the hands of Crystalle 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 energies stored within. Each of these stones is unique,
and here are a few examples of such stones:
Fossilizer: (Indigo blue trapezohedron) Generates 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) Converts nonliving minerals in a 10-foot cube into energy.
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, paralysis, 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 burrowing leaves behind no hole, nor does it create any ripple or other signs of its presence. A move earth spell
cast on an area containing a burrowing mineral elemental flings the elemental back 30 feet, stunning
the creature for 1 round unless it succeeds at a Fortitude 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, damage 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)

The 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 living 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 opponent 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 creature 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 grappled 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 waterborne, the elemental suffers a 4 penalty to attack 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, paralysis, 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 attacks, thus suffering no damage from piercing
weapons.
Tremorsense (Ex): An earth weird can automatically 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 passwall 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 vulnerability, 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 Focus (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 creature is a sphere 8 feet in diameter, with eight tentacles 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 Material plane, and then almost always guarding magical
treasures or locations. Conjecture among sages is
that the energy pod is a distant relative of the energons, thus opening speculation that there is a negative counterpart to the energy pod.

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

tal at a time. The tentacles themselves do no damage, 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 tentacle 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 absorbs any spells, spell-like abilities, and similar effects 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 burrowing leaves behind no hole, nor does it create any ripple or other signs of its presence. A move earth spell
cast on an area containing a burrowing mineral elemental flings the elemental back 30 feet, stunning
the creature for 1 round unless it succeeds at a Fortitude save.
Elemental: Immune to poison, sleep, paralysis, 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 Initiative, 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 paraelemental, also known as a "Frost King". There are only
six of them known to exist, and they serve as generals 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 opponent 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 following: 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

weapons take cold damage each time their attacks


hit.
Summon Elemental (Su): Three times per
day, a frigidarch can attempt to summon 3d4 shiverbugs, 1d6 icelings, 1d4 snowfuries, or 1d2 ice
paraelementals (MotP) with an 80% chance of success.
Cold Absorption (Su): A cold-base attack
cures 1 point of damage for each die it would otherwise 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 presence. A control water spell cast on an area containing 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 uncanny 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, paralysis, and stunning. Not subject to critical hits.

Special Attacks: Spell-like abilities, animate boulders


Special Qualities: Elemental, SR 15, fire resistance 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 spelllike 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.

Cold Subtype (Ex): Cold immunity, double


damage from fire except on a successful save.

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Elementals have darkvision 60 feet.

GALEB DUHR

Electrical Immunity (Ex): The galeb duhr is


immune to all electrical effects.

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

Cold Vulnerability (Ex): The galeb duhr suffers double damage from all cold-based effects, except 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

GLOMUS

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

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)

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 burrowing leaves behind no hole, nor does it create any ripple or other signs of its presence. A move earth spell
cast on an area containing a burrowing mineral elemental flings the elemental back 30 feet, stunning
the creature for 1 round unless it succeeds at a Fortitude save.

The glomus is a crystalline mineral elemental creature 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 magnetism. 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 opponent's, jabbing its pointed surface into the enemy.
Shatter Weapons (Ex): Any non-magical
weapon that strikes a glomus must succeed at a Fortitude 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 additional points of damage.
One hour after the glomus explodes, its body reforms and heals all damage it has suffered. To truly
slay a glomus, it must be brought to 10 hit points.

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, rubylike eye on each side of the icelings head.

COMBAT
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 occasion, 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 successful 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, paralysis, 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 1011 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 electrical storms on the Material plane, a few have been
known to gather.
A lightning quasi-elemental appears as a small bluish 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 material (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 elemental 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 quasielementals are immune to all electrical effects
Water Vulnerability (Ex): A lightning quasielemental takes 1d8 points of damage per gallon of
water it contacts.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits or

flanking attacks. Lightning quasi-elementals have


darkvision with a range of 60 feet.

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

Lightning Quasi-Elemental, Medium

Globe (Ex): 1d8 points of electrical damage,


Reflex save (DC 19) half.

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 damage; those grasping or wearing conductive material
(metal weapon, armor, and so on) take 1d8 additional 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, elemental, 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 damage; those grasping or wearing conductive material

10

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 themselves out over larger areas.
Mihstu are strictly solitary and only abide the company of those who can give them things, such as wizards 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

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 Constitution 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 victim. Note that a mihstu can still use its tentacles to
strike at other targets while it is enveloping a creature.
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 effects 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 enchanted 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 below 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 another 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).

11

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, taking a full round action to do so.
Tremorsense (Ex): A mudman can automatically sense the location of anything within 120 feet
that enters its mud pool.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Mudmen have darkvision 60 feet.
Immunities (Ex): Immune to all mindinfluencing 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 (maximum 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 fleeting 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

12

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 engaging 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 creature will seek to kiss the nereid, seemingly at all
costs.
Poison (Ex): Spit, 20 feet, no range increments. 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 attacks) 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 volume 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 damage. 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 attack 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).

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 control over the creature, which will accept commands
to avoid damage to the shawl.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Nereids 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, Knowledge (the planes) +12, Listen +29, Spot +29
Feats: Blind-Fight, Cleave, Combat Casting, Empower Spell, Expertise, Great Cleave, Improved Bull
Rush, Improved Critical (slam), Improved Initiative,
Maximize Spell, Power Attack, Sunder, Weapon Focus (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 humanoid 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 abilities. 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 waterborne, he suffers a 4 penalty to attack and damage. (These modifiers are not included in the stat
block.)
Push (Ex): Ogrmoch can start a bull rush
maneuver without provoking an attack of opportunity. 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 Medium-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, paralysis, and stunning. Not subject to critical hits.
Resistances (Ex): Ogrmoch has fire resistance 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 mastery, drench, vortex, capsize, summon water creatures
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, Knowledge (the planes) +15, Listen +29, Spot +29

13

Feats: Blind-Fight, Cleave, Combat Casting, Expertise, 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 composed of water. She has no discernable features
(eyes, nose, etc.). She dwells in a great undersea castle on the Elemental Plane of Water.

COMBAT
Olhydra attacks with her slam attack and spell-like
abilities in combat. If she becomes bored with combat or combat goes against her, she uses her summoning 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 sorcerer (save DC 14 + spell level).
Water Mastery (Ex): Olhydra gains a +1 attack and damage bonus if both her and her opponent touch water. If she or her opponent is land
bound, she suffers a 4 penalty to attack and damage. (These modifiers are not included in the statistics 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 sorcerer.
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 second Reflex save (same DC) or be picked up bodily

14

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.
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 vortexs 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).
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, paralysis, 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

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 (Medium-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 employing 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, paralysis, 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 healing, 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 muscular, 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 usually 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 creature 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

15

though hit by the stalkers attack, and also catch fire


unless they succeed at a Reflex save (same DC).

pile of sand. When threatened, it takes the form of a


10-foot tall snake-like creature.

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.

COMBAT

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, paralysis, and stunning. Not subject to critical hits. Phantom 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 water
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

16

Sandlings are not aggressive, but will attack if provoked. A sandling attacks by slashing with a pseudopod 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, paralysis, and stunning. Not subject to critical hits. Elementals 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 constructed entirely of sand.
They hate all humans and attack them on sight because they believe humans purposefully slay sandmen to use their bodies in magical experiments.
When a sandman is slain its body crumbles to dust.

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 almost 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 creature.
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 inherent and cannot be dispelled.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Sandmen 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 weapons
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 (10100)
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 mission, 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 considered 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 multicolored 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, paralysis, 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 burrowing leaves behind no hole, nor does it create any ripple or other signs of its presence. A move earth spell
cast on an area containing a burrowing mineral elemental flings the elemental back 30 feet, stunning
the creature for 1 round unless it succeeds at a Fortitude 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

17

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 (Mediumsize)
Shiverbugs are minor elemental beings that appear
to be made of ice. Their bodies are flat, roughly hexagonal 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 2foot 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 action.
Shiver Venom (Ex): Bite, 1d2 points of temporary Dexterity damage and 1 to all rolls; Fortitude save (DC 11) negates. Both effects last 2d4
rounds. Damage from multiple bites does stack.
Elemental: Immune to poison, sleep, paralysis, 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

18

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 combat, 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 combat 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 successful 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 opportunity. 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 otherwise 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.

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

chance of suppressing any magical effect brought


into the area of effect.

Cold Subtype (Ex): Cold immunity, double


damage from fire except on a successful save.

Improved Grab (Ex): To use this ability, the


spined shard must hit an opponent of up to Medium-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.

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, elemental, 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 dangerous and feared predator. Thankfully, these malign 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 attack, 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 interference similar to a limited antimagic field in a 5foot radius around its body. This field has a 75%

Stingers (Ex): A spined shard attacks a grappled opponent with its two stingers (+8 melee) dealing 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, paralysis, 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 burrowing leaves behind no hole, nor does it create any ripple or other signs of its presence. A move earth spell
cast on an area containing a burrowing mineral elemental flings the elemental back 30 feet, stunning
the creature for 1 round unless it succeeds at a Fortitude 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

19

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 Attack
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 elemental. 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 sixsided crystal that is almost 4 feet in height, making
the creature 7 feet tall in all.

COMBAT
The trilling crysmal attacks either with its razoredged 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 damage 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, paralysis, and stunning. Not subject to critical hits.

20

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 burrowing leaves behind no hole, nor does it create any ripple or other signs of its presence. A move earth spell
cast on an area containing a burrowing mineral elemental flings the elemental back 30 feet, stunning
the creature for 1 round unless it succeeds at a Fortitude 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 (Diminutive)
The vortex is a small elemental that looks like a living 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 effectively invisible inside the cone of air. At full effect,
the vortex is surrounded by a whirlwind that extends 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 attempts to snare foes within its whirlwind. An opponent hit by the vortexs touch attack is pulled into
the whirlwind and takes bludgeoning damage each

round thereafter until the victim is slain, or the vortex 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 creatures. The whirlwind can only hold one Mediumsize, 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, transparency, reform body, control elemental, vulnerabilities
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 creature with its slam attack. If it gets a hold it drags its
prey into the water where it pins the victim underwater and attempts to drown him.
Water Mastery (Ex): A water weird gains a
+1 attack and damage bonus if both it and its opponent 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 Medium-size or smaller. The creature can dispel magical 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 Intelligence check (DC 10). If the elemental is being controlled 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 water. 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 effectively invisible in water until they attack.
Elemental: Immune to poison, sleep, paralysis, 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 attacks, 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, Knowledge (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, Sunder, 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 combat or combat goes against him, he uses his summoning 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 provided 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

22

picked up bodily and held suspended in the powerful 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 creates 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 objects, missile weapons, etc.). This immunity does not
extend to spells.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Immunities (Ex): Yan-C-Bin is immune to
electricity effects and petrification.

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