Arctine (CR 2)
Small Elemental (Cold, extraplanar, psionic, and water)
Initiative: +0; Senses: darkvision 60 ft., Listen +0, and Spot +0
Languages: Common, Aquan
AC: 17 (+1 size, +6 natural), touch 11, flat-footed 17
Hit Dice: 3d8+3 (16 hp)
Fort +4, Ref +1, Will +1
Speed: 30 ft., swim 20 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +0
Attack: slam +5 melee
Full Attack: slam +5 melee
Damage: Slam 1d4+3
Special Attacks/Actions: Quench
Abilities: Str 14, Dex 10, Con 13, Int 12, Wis 11, Cha 12
Special Qualities: Elemental traits, immune to cold, Vulnerability to fire, Psi-like abilities
Feats: Combat Manifestation; Improved Natural Attack; Power Attack
Skills: Concentration +7, Heal +6, Listen +0, Psicraft +7, Spot +0, and Swim +10
Climate/Terrain: Elemental Plane of Water
Organization: Solitary or community
Treasure: None or 500 gp in gems
Elemental stewards devote themselves to lives of servitude, competing with one another to be called to service in the hope that one day a psionic character might call them to serve permanently as an elemental envoy (see the Elemental Envoy feat).
The four varieties of elemental steward are arctine (cold), emberling (fire), geodite (sonic), and tempestan (electricity). Creatures of each variety acknowledge the others only nominally, believing themselves to be the exemplars of living energy. It is unclear how the link was forged between psionic creatures and elemental stewards, though the energy types used by psychokinetic powers might have something to do with the connection. In fact, sagacious psionic characters believe that elemental stewards are merely the product of psionic intent.
Elemental stewards are sometimes called (by the elemental steward power) to serve a psion on the Material Plane. At other times they serve as elemental envoys for an extended period of time (see the Elemental Envoy feat).
Cold vapor steams from the ice-white, translucent body of this little humanoid-shaped elemental. Its enormous eyes appear as large pools of snow-fed water, across which ripples constantly play.
Psi-Like Abilities (ML 2nd): 2/day - energy ray (cold, +2 ranged touch, 2d6+2 damage), psionic grease (DC 12), skate
Quench (Ex) An arctine's touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin up to size Large. The creature can dispel magical fire it touches as dispel magic (caster level equals the arctines HD).
Skills: An arctine has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Arctines inhabit the Elemental Plane of Water, where they inhabit naturally occurring icebergs that float through the endless plane of water. They particularly enjoy traveling, though such travel is largely confined to the natural drift of the iceberg they inhabit as it is pushed along by currents.
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.