Elemental, Medium, Water (CR 3)
Medium Elemental (Water and Extraplanar)
Alignment: Usually neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +3, and Spot +4
AC: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Hit Dice: 4d8+12 (30 hp)
Fort +7, Ref +2, Will +1
Speed: 20 ft., swim 90 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +6
Attack: Slam +6 melee
Full Attack: 2 slams +6 melee
Damage: Slam 1d8+4
Special Attacks/Actions: Water mastery, drench, vortex
Abilities: Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11
Special Qualities: Elemental
Feats: Cleave; Power Attack
Skills: Listen +3 and Spot +4
Advancement: 5-7 HD (Medium)
Climate/Terrain: Elemental Plane of Water
A fire elemental is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning the creatures and objects of the Material Plane to ashes.
Burn (Ex): Those hit by a fire elemental's slam attack must succeed at a Reflex save or catch fire. The flame burns for 1d4 rounds (see Catching on Fire, page 86 in the DUNGEON MASTER'S Guide). The save DC varies with the elemental's size. A burning creature can take a move-equivalent action to put out the flame.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch fire unless they succeed at a Reflex save.
If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment (see Concealment). Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).
Elemental: Immune to poison, sleep, paralysis, and stun. Not subject to critical hits.
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.
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.