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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 Advancement: 17-33 HD (Medium-size); 34-48
many elemental (or para-elemental) planes. Others HD (Large)
originate on the Material Plane, but have ties or ori-
This creature is a form of air elemental native to the
gins to one of the Elemental Planes. The standard
plane of Elemental Air, as well as the Ethereal and
elementals can be found in the Monster Manual.
Astral planes, and can be summoned to the Material
The Manual of the Planes adds the para-
Plane by spellcasters foolish enough to do so.
elementals to the list of elemental-type monsters.
Each of the aforementioned books are published by Normally invisible, if seen on their home plane, they
Wizards of the Coast. resemble legless humanoids of sparkling blue
smoke, with empty eyes, a slash for a mouth, and
The monsters contained in this book are ©2002 long, four-fingered hands.
Wizards of the Coast. No infringement or challenge
to those copyrights is intended with this work. It is COMBAT
free for distribution and can be found in the Creature
Catalog (http://www.enworld.org/cc). If you post it They rarely engage in combat, using a shearing blast
elsewhere, please give credit where credit is due. of intensely focused wind to pummel their oppo-
nents when they do so and using their slam attack if
Credits pressed.
Conversions: Scott Greene, Boz Improved Grab (Ex): To use this ability, the
Layout and Design: Scott Greene aerial servant must hit an opponent of up to Large
Editing: Scott Greene size with its slam attack. If it gets a hold, it can con-
Web Development: Scott Greene strict.
Typesetting: Scott Greene Constrict (Ex): An aerial servant deals
2d8+12 points of damage with a successful grapple
check against Large or smaller creatures. Because it
AERIAL SERVANT seizes victims by the neck, a creature in the aerial
Medium-Size Elemental (Air) servant’s grasp cannot speak or cast spells with ver-
Hit Dice: 16d8+64 (136 hp) bal components.
Initiative: +9 (+5 Dex, +4 Improved Initiative) Wind Blast (Su): Line 5 feet wide, 5 feet high,
Speed: Fly 60 ft (perfect) and 80 feet long, once ever 1d4 rounds; 4d8 points
AC: 19 (+5 Dex, +4 natural) of damage and creatures of Large or smaller size are
Attacks: Slam +21/+16/+11 knocked down and back 1d4x10 feet. A successful
Damage: Slam 2d8+12 Reflex save (DC 26) halves the damage and negates
Face/Reach: 5 ft by 5 ft/5 ft the knockdown.
Special Attacks: Improved grab, constrict, wind-
blast Natural Invisibility (Su): This ability is con-
Special Qualities: Elemental, damage reduction stant, allowing the aerial servant to remain invisible
10/+1, natural invisibility, find target, empathic link even when attacking. This ability is inherent and is
Saves: Fort +9, Ref +15, Will +5 not subject to the invisibility purge spell.
Abilities: Str 26, Dex 21, Con 18, Int 4, Wis 10, Cha Find Target (Sp): When ordered to locate a
11 creature or an object, an aerial servant does so un-
Skills: Intuit Direction +7, Listen +7, Move Silently erringly, as though guided by discern location. The
+13, Search +4, Spot +7 caster must know the designated creature.
Feats: Improved Initiative, Weapon Focus (slam)
Empathic Link (Ex): When summoned, the
Climate/Terrain: Any land and underground
aerial servant creates a mental link between itself
Organization: Solitary
and the caster who summoned it. Should the aerial
Challenge Rating: 12
servant fail the mission it has been assigned, it will
Treasure: None
return to the caster and attack. The aerial servant
Alignment: Always neutral
can find the caster as long as they are on the same

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plane of existence. Should the caster leave the plane, immobile, existing only in areas that border both the
it will temporarily break the link, though it will be elemental plane of Earth and the Positive energy
reestablished once the caster returns to the same plane, where it spends all of its time feeding on posi-
plane as the aerial servant. tive energy. Anyone traveling to this border zone is
likely to encounter one or more of these creatures,
Elemental: Immune to poison, sleep, paraly-
which grow profusely throughout this area.
sis, and stunning. Not subject to critical hits. Aerial
servants have darkvision with a range of 60 feet. The chamrol is a spindly thing, composed mostly of
lead and other very dense metals. The creature's
SUMMONING AN AERIAL SERVANT exterior is studded with crystalline outcroppings,
An aerial servant is summoned using the clerical and has mineral roots that extend deep into the
spell planar ally or the arcane spell planar binding. minerals of the elemental plane. The chamrol's scaly
central stalk is covered with dozens of writhing ten-
An aerial servant obeys the commands of the one tacles that protrude from between the mica-like
who conjured it with respect to finding and return- scales. The creatures are very long, at least 5 feet in
ing whatever object or creature is described. Of length and often as long as 100 feet.
course, the object or creature must be such as to al-
low the aerial servant to physically bring it to its COMBAT
caster.
Chamrols attack with their tentacles, slapping and
It will also disappear when its duty is fulfilled, it is attempting to grapple opponents.
dispelled, the caster releases it, or the caster is slain.
Energy Burst (Su): Once per day, the cham-
If an aerial servant is prevented from completing its rol can generate a cone of energy to a range of 100
mission, it will return to the caster and either attack feet. A creature caught in the area takes 1d4+5
or attempt to carry him back to the elemental plane points of damage unless it makes a successful Reflex
of Air. The unfortunate spell caster will likely never save (DC 14). A chamrol deals +1 point of damage
be seen again. per HD it possesses.
Improved Grab (Ex): To use this ability, the
CHAMROL chamrol must hit an opponent of up to Medium-size
Medium-Size Elemental (Earth) with a tentacle attack. If it gets a hold, it can con-
Hit Dice: 5d8+10 (32 hp) strict.
Initiative: -5 (Dex) Constriction (Ex): A chamrol deals 1d6
Speed: 0 ft points of damage with a successful grapple check
AC: 13 (-5 Dex, +8 natural) against Medium-size or smaller creatures.
Attacks: 6 tentacles +3 melee
Damage: Tentacle 1d6 Acid Vulnerability (Ex): Chamrols take dou-
Face/Reach: 5 ft by 5 ft/5 ft (20 ft with tentacles) ble damage from acid.
Special Attacks: Energy burst, improved grab,
Elemental: Immune to poison, sleep, paraly-
constriction
sis, and stunning. Not subject to critical hits.
Special Qualities: Elemental, damage reduction
20/+2, SR 26, immune to fire and electricity, acid GREATER CHAMROL
vulnerability
Saves: Fort +6, Ref —, Will +1 The greater chamrol appears as the standard cham-
Abilities: Str 10, Dex —, Con 14, Int 4, Wis 11, Cha rol, only larger. It ranges in HD from 16 to 48 (16-24
11 HD are Large, 24-36 HD are Huge, and 37+ HD
Skills: Listen +7, Spot +7 chamrols are Gargantuan). Use the chart in the front
Feats: Alertness of the MM for advancing creatures by size.
Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-5), or pack (6-11) CRYONAX
Challenge Rating: 7
Treasure: None (Prince of Evil Cold Crea-
Alignment: Always neutral tures)
Advancement: 6-8 HD (Medium-size); 9-15 HD
(Large) Gargantuan Elemental (Cold)
Hit Dice: 36d8+180 (342 hp)
A chamrol is an elemental creature that seems to Initiative: +5 (+1 Dex, +4 Improved Initiative)
blend qualities of a plant, animal, and mineral. It is Speed: 30 ft

2
AC: 28 (-4 size, +1 Dex, +21 natural) yetis). These abilities are as the spells cast by a 15th-
Attacks: 2 tentacles +43 melee level sorcerer (save DC 14 + spell level).
Damage: Tentacle 2d8+10
Elemental: Immune to poison, sleep, paraly-
Face/Reach: 20 ft by 20 ft/20 ft
sis, and stunning. Not subject to critical hits.
Special Attacks: Freezing touch, cold aura, spell-
like abilities Shatter Weapons (Ex): Any weapon that
Special Qualities: Elemental, shatter weapons, strikes Cryonax must succeed at a Fortitude save
damage reduction 15/+3, SR 20, cold subtype (DC 12) or shatter into pieces.
Saves: Fort +25, Ref +15, Will +16
Abilities: Str 30, Dex 12, Con 20, Int 20, Wis 18, Cold Subtype (Ex): Cold immunity, double
Cha 18 damage from fire, except on a successful save.
Skills: Concentration +10, Intimidate +9, Knowl-
edge (the planes) +10, Listen +28, Spot +28 CRYSTALLE
Feats: Alertness, Blind-Fight, Cleave, Combat Re- Huge Elemental (Earth)
flexes, Dodge, Great Cleave, Improved Initiative, Hit Dice: 24d8+144 (252 hp)
Lightning Reflexes, Power Attack, Weapon Focus Initiative: +4 (Improved Initiative)
(slam), Whirlwind Attack Speed: 50 ft, fly 60 ft (average)
Climate/Terrain: Any land and underground AC: 32 (-2 size, +24 natural)
Organization: Solitary or troupe (1d2 young white Attacks: Slam +28/+23/+18/+13 melee
dragons, 1d4 frost giants, or 2d4 yetis) Damage: Slam 2d10+11
Challenge Rating: 17 Face/Reach: 10 ft by 5 ft/15 ft
Treasure: Double standard Special Attacks: Spells, prismatic sphere, scepter,
Alignment: Always neutral evil ioun stones
Advancement: N/A Special Qualities: Elemental, damage reduction
25/+3, SR 25
Cryonax is the Prince of Cold creatures and dwells in Saves: Fort +26, Ref +12, Will +16
a huge castle of ice and glass, situated at the junc- Abilities: Str 33, Dex 11, Con 23, Int 20, Wis 18,
ture of the Elemental Plane of Air and the Plane of Cha 18
Water. He appears as a 35-foot tall yeti with tenta- Skills: Appraise +16, Concentration +18, Intimidate
cles in place of arms. Each tentacle is covered with +16, Knowledge (the planes) +17, Listen +16, Spot
many suction cups. +16.
COMBAT Feats: Alertness, Cleave, Combat Casting, Combat
Reflexes, Great Cleave, Improved Critical (slam),
Cryonax attacks with his tentacles and spell-like Improved Initiative, Power Attack, Weapon Focus
abilities in combat. A frozen character (one hit by (slam)
his tentacle attack that fails a save) is shattered at Climate/Terrain: Any land and underground
the first opportunity. Organization: Solitary or troupe (10-40 shards or
Freezing Touch (Ex): A creature hit by Cryo- 4-16 trilling crysmals; plus 100-200 spined shards)
nax’s tentacle attack must succeed at a Fortitude Challenge Rating: 22
save (DC 18) or be frozen in place for 1d6+4 minutes Treasure: Double standard (plus 20 ioun stones)
as ice encases the victim’s body. Frozen creatures Alignment: Always neutral
are considered helpless, and have a hardness of 0. A Advancement: 6-10 HD (Medium-Size); 11-15 HD
frozen character brought to 0 hit points, shatters (Large)
into pieces. If unfrozen, the being has similar dam- Crystalle is the self-proclaimed ruler of the mineral
age and deformities. elementals. He would, in fact, love to be the ruler of
Cold Aura (Ex): Cryonax’s body generates the whole plane of Earth, if there weren't so many
intense cold dealing 1d6 points of cold damage to all other beings more powerful than he. He serves as a
creatures within 10 feet of him. Creatures attacking powerful overlord to his subjects, making proclama-
Cryonax unarmed or with natural weapons take 1d6 tions to the masses from his gem-laden throne,
points of additional cold damage each time their made from the rarest of minerals.
attacks hit. Crystalle appears as a crystalline giant of 22 feet tall,
Spell-Like Abilities: At will—cone of cold, wielding a great scepter made from rare gemstones.
wall of ice; 1/day—summon cold monster (similar to He is surrounded by a veritable cloud of ioun stones
summon monster spell, but allows Cryonax to sum- at all times, and has access to rare types of ioun
mon 1 adult white dragon, 1d4 frost giants, or 2d4 stones not known on the Material plane. Some of

3
these are tributes from those seeking to gain favor, negative level to a living victim. This effect is a ray
while others were mined by his elementals. Rumors and has a range of 30 feet. A successful Reflex save
suggest that he has a private domain that contains avoids the effect. The Fortitude save to remove the
thousands of these stones. negative level has a DC of 20. After draining 20 spell
levels or dealing 10 negative levels, the stone burns
Crystalle's primary concerns are protecting his do-
out and turns dull gray.
main from thieves, and acquiring more wealth and
personal power, with aspirations of demigodhood. Energy pulser: (Brilliant green bipyramidal)
Infuses target with positive energy, target overloads
COMBAT painfully and takes 1d8 points of damage per round
Crystalle is the most powerful of the mineral ele- for the next 1d10 rounds. All metals within a 20-foot
mentals, and is a truly formidable opponent due in radius of the target are affected as by heat metal.
large part to his high intelligence and cunning. Crys- After dealing 100 points of damage, this stone burns
talle is feared for his massive collection of ioun out and turns dull gray.
stones, which includes types so rare that only he and Insubstantializer: (Clear interconnected
some of his minions know where they can be found. spheres) User becomes incorporeal for 10 rounds
Spells: Crystalle replicates arcane spells as a per day.
14th-level sorcerer (save DC 14 + spell level). Elemental: Immune to poison, sleep, paraly-
Prismatic Sphere (Sp): Once per day, Crys- sis, and stunning. Not subject to critical hits.
talle can use this ability as a 20th-level caster (Will Burrow (Ex): A mineral elemental can glide
save DC 23). It is otherwise similar to the spell of the through stone, dirt, or almost any other sort of earth
same name. as easily as a fish swims through water. Its burrow-
Scepter: Crystalle's scepter functions as a staff ing leaves behind no hole, nor does it create any rip-
of the magi and a rod of absorption. It has unlim- ple or other signs of its presence. A move earth spell
ited charges and functions only in the hands of Crys- cast on an area containing a burrowing mineral ele-
talle or a greater earth elemental god (if such a being mental flings the elemental back 30 feet, stunning
exists). the creature for 1 round unless it succeeds at a Forti-
tude save.
Ioun Stones: Crystalle is never without at least
20 functional ioun stones (never any dull gray dead EARTH WEIRD
stones). These powerful gems amplify his abilities,
even beyond what is listed above. Large Elemental (Earth)
Hit Dice: 8d8+16 (52 hp)
Crystalle has access to ioun stones that are so rare Initiative: +2 (+2 Dex, +4 Improved Initiative)
and powerful, that they are only usable a few times Speed: 30 ft
before they shatter from the immense positive ener- AC: 20 (-1 size, +2 Dex, +9 natural)
gies stored within. Each of these stones is unique, Attacks: Slam +7 melee
and here are a few examples of such stones: Damage: Slam 1d8+3
Fossilizer: (Indigo blue trapezohedron) Gener- Face/Reach: 5 ft by 10 ft/5 ft
ates a fossilization pulse to a range of 30 feet. A Special Attacks: Improved grab, smother, earth
creature struck must succeed at a Fortitude save mastery
(DC 20) or be turned to stone (80%) or be turned Special Qualities: Natural state, elemental, dam-
into a crystal, gold-veined statue embedded with age reduction 10/bludgeoning, immune to piercing
gemstones (20%). Only a miracle of wish spell can weapons, tremorsense, vulnerabilities, reform body
reverse this last effect. After 1d6 uses, this stone Saves: Fort +8, Ref +4, Will +3
burns out and turns dull gray. Abilities: Str 16, Dex 15, Con 14, Int 12, Wis 12, Cha
11
Wish Stone: (Frosty white octahedron) Contains Skills: Hide +12, Listen +9, Move Silently +12, Spot
1d3 wishes. Once all the wishes are gone, this stone +9
burns out and turns dull gray. Feats: Alertness, Improved Initiative
Transmuter: (Blood red orthorhomboid) Con- Climate/Terrain: Any land
verts nonliving minerals in a 10-foot cube into en- Organization: Solitary
ergy. Challenge Rating: 6
Treasure: Standard
Energy drainer: (Black pyritohedron) Drains all
Alignment: Always chaotic evil
magical energy from a nonliving item, or inflicts one
Advancement: 9-17 HD (Large); 18-24 (Huge)

4
The earth weird is a creature from the Elemental Reform Body (Ex): When reduced to 0 hit
Plane of Earth. In its natural form it appears to be points or less, the weird collapses back to the
nothing more than a pile of dirt or earth. When liv- ground. 10 minutes later, it will reform at full
ing prey comes within 20 feet, it assumes the form strength (minus any damage suffered from a control
of a serpent-like creature and attacks. winds, whirlwind, wind wall, move earth, or pass-
wall spell).
COMBAT
An earth weird is a very hostile creature and will ENERGY POD
attack as soon as a living creature comes within Large Elemental (Earth)
range. It attacks by wrapping itself around an oppo- Hit Dice: 8d8+32 (68 hp)
nent and suffocating it. Earth weirds will attack until Initiative: +4 (Improved Initiative)
it or its prey is dead. Speed: Fly 30 ft (good)
Improved Grab (Ex): To use this ability, the AC: 20 (-1 size, +11 natural)
earth weird must hit a Medium-size or smaller crea- Attacks: 8 tentacles +5 melee
ture with its slam attack. If it gets a hold it attempts Damage: Tentacle 0 plus 2d4 energy burst
to smother the opponent. Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Energy burst, absorb magic
Smother (Ex): An earth weird automatically Special Qualities: Elemental, mineral elemental
deals slam damage with a successful grapple check qualities, damage reduction 20/+2, acid vulnerabil-
against an opponent of up to Medium-size. A grap- ity, burrow
pled opponent also takes suffocation damage (see Saves: Fort +10, Ref +2, Will +2
Suffocation, page 88 in the DMG) each round the Abilities: Str 11, Dex 10, Con 19, Int 6, Wis 10, Cha
hold is maintained. 10
Earth Mastery (Ex): An earth weird gains a Skills: Listen +16, Spot +16
+1 attack and damage bonus if both it and its foe Feats: Alertness, Improved Initiative, Weapon Fo-
touch the ground. If an opponent is airborne or wa- cus (tentacles)
terborne, the elemental suffers a –4 penalty to at- Climate/Terrain: Any land and underground
tack and damage. (These modifiers are not included Organization: Solitary or pair
in the statistics block.) Challenge Rating: 8
Treasure: None (body is worth double amount of
Natural State (Ex): An earth weird’s natural gems)
form is that of a pile of earth or dirt. In this form it is Alignment: Always neutral
effectively invisible until it assumes its serpent form Advancement: 6-10 HD (Medium-Size); 11-15 HD
and attacks. (Large)
Elemental: Immune to poison, sleep, paraly- The energy pod is another bizarre form of elemental
sis, and stunning. Not subject to critical hits. Earth that lives in the border areas between the Positive
weirds have darkvision with a range of 60 feet. Energy plane and the Elemental planes. This crea-
Immune to Piercing Weapons (Ex): An ture is a sphere 8 feet in diameter, with eight tenta-
earth weird is able to flow around any piercing at- cles emerging from its body. At the end of each of
tacks, thus suffering no damage from piercing these stubby tentacles is a small cluster of glowing
weapons. nodules, with 6-24 nodules per cluster. The energy
pod absorbs positive energy and stores it in these
Tremorsense (Ex): An earth weird can auto- nodules.
matically sense the location of anything within 20
feet that enters its mud pool. Energy pods are only very rarely seen on the Mate-
rial plane, and then almost always guarding magical
Vulnerabilities (Ex): An earth weird that is treasures or locations. Conjecture among sages is
drenched with at least one gallon of water acts as if that the energy pod is a distant relative of the ener-
slowed (as the slow spell) for 3 rounds. An earth gons, thus opening speculation that there is a nega-
weird that is completely immersed in water takes tive counterpart to the energy pod.
1d6 points of damage per round.
COMBAT
Control winds, whirlwind, or wind wall cast on an
earth weird deals 1d10 points of damage and causes The energy pod flails at opponents with its eight ten-
a –2 on the earth weird’s attack rolls for 2 rounds. A tacles, but can only attack any given opponent with
move earth or passwall spell deals 1d6 points of two of these, and can only attack two opponents to-
damage per caster level to an earth weird.

5
tal at a time. The tentacles themselves do no dam- Abilities: Str 18, Dex 25, Con 21, Int 16, Wis 20,
age, but cause the nodules on the end to burst and Cha 20
release their power. Once all of the nodules on a Skills: Climb +11, Hide +14, Knowledge (the
tentacle are broken, that appendage is effectively planes) +9, Listen +12, Move Silently +14, Search
useless, and once all of an energy pod's nodules are +10, Spot +12, Wilderness Lore +11
used up the creature flees. Feats: Combat Reflexes, Dodge, Improved Initia-
tive, Mobility, Power Attack, Spring Attack, Weapon
Energy Burst (Su): On a successful melee hit
Finesse (tentacle)
with one of its tentacles, 2d4 of the nodules on a
given cluster burst open and release a powerful blast Climate/Terrain: Any cold land, aquatic and
of positive energy. Each nodule deals 2d4 points of underground
energy damage. When all nodules on a given tenta- Organization: Solitary
cle have burst, that tentacle is useless in combat, Challenge Rating: 14
until the energy pod “recharges” it (by absorbing Treasure: None
magic, see below). Alignment: Always neutral
Advancement: 13-24 HD (Large); 23-36 HD
Absorb Magic (Su): The energy pod feeds on (Huge)
power, and can absorb the energy of spells and
spell-like abilities. The creature automatically ab- The frigidarch is a very powerful form of paraele-
sorbs any spells, spell-like abilities, and similar ef- mental, also known as a "Frost King". There are only
fects from magic items used to directly attack the six of them known to exist, and they serve as gener-
energy pod. It cannot absorb area effect magic. This als in the armies of Cryonax.
energy is used to immediately create additional This creature has a short but wide, pyramid-shaped,
nodules on a random appendage, one new nodule six-sided body which is about four feet high and
for every level of the spell or power absorbed. eight feet in diameter. They scuttle about on their
Acid Vulnerability (Ex): Energy pods suffer twelve short spike-legs set on the underside of their
double damage from acid. bodies. They have six long, slender, flexible jointed
tentacles set around the rim of their body that end
Burrow (Ex): A mineral elemental can glide in a jagged icicle tip. The creature's head rests at the
through stone, dirt, or almost any other sort of earth top of its body, at the apex of its geometric form.
as easily as a fish swims through water. Its burrow- The only features of this head are six gleaming eyes
ing leaves behind no hole, nor does it create any rip- spaced equally around the head, which allows it to
ple or other signs of its presence. A move earth spell see in all directions at once.
cast on an area containing a burrowing mineral ele-
mental flings the elemental back 30 feet, stunning COMBAT
the creature for 1 round unless it succeeds at a Forti- These icy arch elementals attack with all six of their
tude save. tentacles each round, and can attack the same op-
Elemental: Immune to poison, sleep, paraly- ponent with all of them, or attack multiple targets.
sis, and stunning. Not subject to critical hits. A frigidarch can use up to three of its tentacles to
cast its spell-like abilities, and can still make melee
FRIGIDARCH attacks with the other three.
Large Elemental (Air, Cold) Spell-Like Abilities: 3/day—cone of cold and
Hit Dice: 12d8+60 (114 hp) ice storm; 1/week—control weather (only used to
Initiative: +11 (Dex, Improved Initiative) make temperature colder).
Speed: 20 ft, burrow 20 ft Once every 4 rounds, the frigidarch can use the fol-
AC: 25 (-1 size, +7 Dex, +9 natural) lowing: chill metal, control winds, snow cloud (as
Attacks: 6 tentacles +15 melee an iceling with a duration of 12 rounds), and wall of
Damage: Tentacle 1d6+4 and 1d6 cold ice.
Face/Reach: 5 ft by 10 ft/15 ft (with tentacles)
Special Attacks: Spell-like abilities, cold, summon These abilities are as the spells cast by a 12th-level
elemental, freeze water, fracture ice sorcerer (save DC 13 + spell level).
Special Qualities: Elemental, cold subtype, cold Cold (Ex): Frigidarchs’ bodies generate intense
absorption, fast healing 5, all-around vision, burrow, cold, dealing 1d6 points of damage with their touch
damage reduction 20/+1, SR 23 and to those within 10 feet of its body. Creatures
Saves: Fort +9, Ref +15, Will +9 attacking a frigidarch unarmed or with natural

6
weapons take cold damage each time their attacks Special Attacks: Spell-like abilities, animate boul-
hit. ders
Special Qualities: Elemental, SR 15, fire resis-
Summon Elemental (Su): Three times per
tance 10, electrical immunity, cold vulnerability
day, a frigidarch can attempt to summon 3d4 shiv-
Saves: Fort +12, Ref +1, Will +3
erbugs, 1d6 icelings, 1d4 snowfuries, or 1d2 ice
Abilities: Str 25, Dex 8, Con 22, Int 12, Wis 12, Cha
paraelementals (MotP) with an 80% chance of suc-
12
cess.
Skills: Hide +5*, Listen +14, Spot +14
Cold Absorption (Su): A cold-base attack Feats: Alertness, Power Attack
cures 1 point of damage for each die it would other- Climate/Terrain: Any hill and mountain
wise deal. Organization: Solitary or clan (2-5)
Fast Healing (Ex): A snowfury heals only if it Challenge Rating: 8
is touching a piece of ice of at least Medium-size or Treasure: No coins; double goods (gems only);
if the ambient temperature is freezing or below. 50% items
Alignment: Always neutral
All-Around Vision (Ex): The frigidarchs' Advancement: 9-16 HD (Large); 17-24 HD (Huge)
symmetrically placed eyes allow them to look in any
direction, bestowing a +4 racial bonus to Spot and The galeb duhr is a native of the Elemental Plane of
Search checks. Frigidarchs can't be flanked. Earth. It appears as a large boulder-like creature
with two large legs and feet. These act as its hands
Burrow (Ex): A frigidarch can glide through and feet.
ice or snow as easily as a fish swims through water.
Its burrowing leaves behind no tunnel or hole, nor COMBAT
does it create any ripple or other signs of its pres- The galeb duhr shuns combat if at all possible. It
ence. A control water spell cast on an area contain- will use its transmute rock to mud ability to sink
ing a burrowing frigidarch flings the frigidarch back into the ground and disappear. If pressed, though a
30 feet, stunning the creature for 1 round unless it galeb duhr will not hesitate to fight using its spell-
succeeds at a Fortitude save. like abilities and animating boulders to attack its
Freeze Water (Su): A frigidarch can freeze foes.
water by touch, affecting up to 100 square feet per Spell-Like Abilities: 1/day—move earth,
round. The ice will be one inch thick for every round passwall, stone shape, transmute rock to mud, and
the frigidarch spends creating it, to a maximum of wall of stone. These abilities are as the spells cast by
six inches thick. a 20th-level sorcerer (save DC 11 + spell level).
Fracture Ice (Ex): Frigidarchs have the un- Animate Boulders (Sp): A galeb duhr can
canny ability to fracture ice by slashing it with their animate rocks within 180 feet at will, controlling up
tentacles. Such fractures are never more than 10 feet to two rocks at a time. The boulder has a move
long or one foot deep, but this is usually more than speed of 10 and fights as a galeb duhr in all respects.
enough to fracture the patch of ice a character may Animated boulders lose their ability to move if the
be standing on. galeb duhr who animated them is incapacitated or
Elemental: Immune to poison, sleep, paraly- moves out of range.
sis, and stunning. Not subject to critical hits. Elemental: Immune to poison, sleep, paraly-
Cold Subtype (Ex): Cold immunity, double sis, and stunning. Not subject to critical hits. Ele-
damage from fire except on a successful save. mentals have darkvision 60 feet.
Electrical Immunity (Ex): The galeb duhr is
GALEB DUHR immune to all electrical effects.
Large Elemental (Earth) Cold Vulnerability (Ex): The galeb duhr suf-
Hit Dice: 8d8+48 (84 hp) fers double damage from all cold-based effects, ex-
Initiative: -1 (Dex) cept on a successful save.
Speed: 20 ft
AC: 22 (-1 size, -1 Dex, +14 natural) Skills: Galeb duhrs receive a +8 racial bonus to
Attacks: Slam +12/+7 melee Hide checks when in rocky terrain. If they stand
Damage: Slam 2d8+10 completely motionless, the bonus increases to +12
Face/Reach: 5 ft by 5 ft/10 ft

7
Elemental: Immune to poison, sleep, paraly-
GLOMUS sis, and stunning. Not subject to critical hits.
Tiny Elemental (Earth) Burrow (Ex): A mineral elemental can glide
Hit Dice: 1d8+1 (5 hp) through stone, dirt, or almost any other sort of earth
Initiative: +3 (Dex) as easily as a fish swims through water. Its burrow-
Speed: Fly 20 ft (good) ing leaves behind no hole, nor does it create any rip-
AC: 20 (+2 size, +3 Dex, +5 natural) ple or other signs of its presence. A move earth spell
Attacks: Slam +5 melee cast on an area containing a burrowing mineral ele-
Damage: Slam 1d3 mental flings the elemental back 30 feet, stunning
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft the creature for 1 round unless it succeeds at a Forti-
Special Attacks: Shatter weapons, death throes tude save.
Special Qualities: Elemental, burrow, damage
Vulnerability to Blunt Weapons (Ex): A
reduction 10/+2, vulnerability to blunt weapons
glomus takes double damage from blunt weapons.
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 10, Dex 16, Con 12, Int 10, Wis 11, Cha GREATER GLOMUS
11
Skills: Hide +15, Listen +4, Move Silently +7, The greater glomus appears as the standard glomus,
Search +4, Spot +4 only larger. It ranges in HD from 4 to 10 (4-5 HD
Feats: Weapon Finesse (slam) are Small, 6-8 HD are Medium-size, and 9-10 HD
Climate/Terrain: Any land and underground glomus are Large). Use the chart in the front of the
Organization: Solitary or gang (2-5) MM for advancing creatures by size.
Challenge Rating: 3
Treasure: None ICELING
Alignment: Always neutral
Advancement: 2-3 HD (Small) Medium-Size Elemental (Air, Cold)
Hit Dice: 4d8+8 (26 hp)
The glomus is a crystalline mineral elemental crea- Initiative: +2 (Dex)
ture that floats about the inner planes. It spends Speed: 20 ft
most of its time on the plane of Earth, but it may AC: 15 (+2 Dex, +3 natural)
leave its home plane on the rarest of occasions. The Attacks: 3 spears +7 melee
glomus appears as a compact mass of individual Damage: Spear 1d4+1 and 1d2 chill
crystals, arranged in a roughly spherical shape one Face/Reach: 5 ft by 5 ft/5 ft
(or more) foot in diameter. The crystals are held Special Attacks: Chill, snow cloud, ice storm
together, rigidly in place by a force similar to mag- Special Qualities: Elemental, all-around vision,
netism. The glomus has many sharp edges, with cold subtype
crystalline spires that protrude outward at various Saves: Fort +3, Ref +6, Will +2
angles. Abilities: Str 12, Dex 15, Con 15, Int 8, Wis 13, Cha
12
COMBAT Skills: Hide +8*, Listen +6, Move Silently +8,
A glomus attacks by slamming its body into its op- Search +4, Spot +10
ponent's, jabbing its pointed surface into the enemy. Feats: Combat Reflexes, Weapon Finesse (spear)
Climate/Terrain: Any cold land, aquatic and
Shatter Weapons (Ex): Any non-magical
underground
weapon that strikes a glomus must succeed at a For-
Organization: Pack (1-6) or tribe (4-24)
titude save (DC 20) or shatter into pieces.
Challenge Rating: 3
Death Throes (Ex): At 0 hit points, a glomus Treasure: None
explodes in a violent spray of crystalline shards Alignment: Always neutral
dealing 1d4 points of damage to all creatures within Advancement: 5-8 HD (Medium-size); 9-12 HD
20 feet. A successful Reflex save halves the damage. (Large)
For each HD of the glomus above 1, it deals 1d4 ad-
Icelings are paraelementals from the Plane of Ice.
ditional points of damage.
An iceling appears as a humanoid with three arms,
One hour after the glomus explodes, its body re- three legs, and a long, slender, hexagonal body
forms and heals all damage it has suffered. To truly made of ice. The iceling has a six-sided head that
slay a glomus, it must be brought to –10 hit points. rises to a blunt point. There is a single bright, ruby-
like eye on each side of the iceling’s head.

8
COMBAT Skills: Listen +9, Spot +9
Feats: Dodge
Icelings are not offensive creatures, and usually
leave other creatures alone if not disturbed. Icelings Climate/Terrain: Any land
stab with their three spear-like arms and attack with Organization: Solitary
their ice storm and snow cloud abilities. On occa- Challenge Rating: 3
sion, a mischievous iceling, hides in a snow bank, Treasure: None
throwing snow clouds at passing travelers. Alignment: Always neutral
Advancement: Small 7-9 HD (Small); medium 10-
Chill (Su): Icelings radiate cold from their 11 HD (Medium-size); large 12 HD (Large)
bodies, dealing 1d2 points of cold damage on a suc-
cessful hit. Lightning quasi-elementals can be found in the
quasi-plane of Lightning, the Elemental Plane of Air,
Snow Cloud (Sp): Twice per hour, an iceling and the Positive Material Plane. During great elec-
can create a snow cloud, 20-feet high with a 30-foot trical storms on the Material plane, a few have been
radius. Creatures caught in the cloud must succeed known to gather.
at a Fortitude save (DC 14) or be blinded (as the
spell) for 1d4+1 rounds from the swirling, biting A lightning quasi-elemental appears as a small blu-
snow. A successful save negates the temporary ish globe of electrical energy. Lightning plays off of
blindness, but still requires the creature to spend and around its body.
one round clearing the snow from its eyes. COMBAT
Ice Storm (Sp): Once per day, three icelings A lightning quasi-elemental attacks by arcing itself
can combine their magical energies to create an ice into an opponent (if the opponent is wearing metal
storm. This effect is as the spell cast by a 6th-level armor) or by releasing small globes of electricity.
sorcerer.
Electricity (Ex): A lightning quasi-elemental
Elemental: Immune to poison, sleep, paraly- is composed completely of electricity; therefore any
sis, and stunning. Not subject to critical hits. creature touched or touching it takes 1d6 points of
All-Around Vision (Ex): The iceling’s six electrical damage.
eyes allow them to look in any direction, bestowing a An opponent grasping or wearing conductive mate-
+4 racial bonus to Spot and Search checks. Icelings rial (metal weapon, armor, and so on) that comes
can’t be flanked. into contact with a lightning quasi-elemental takes
Cold Subtype (Ex): Cold immunity, double 1d6 additional points of electrical damage.
damage from fire except on a successful save. Arc (Ex): The lightning quasi-elemental may
Skills: *Icelings receive a +4 racial bonus to move up to 120 feet and make an attack by arcing
Hide checks made in snowy terrain. from its current location to any grounded metallic
object (including creatures holding metal weapons
ELEMENTAL, Lightning or wearing metal armor). This is treated as a charge
attack.
(Quasi) Globe (Ex): A lightning quasi-elemental can
discharge one globe, once per round, for each Hit
Small Elemental (Electricity) Die it possesses. This globe will hover near the ele-
Hit Dice: 6d8 (27 hp) mental until an opponent comes within 5 feet, at
Initiative: +4 (Dex) which time, the globe moves to the opponent and
Speed: 60 ft discharges; 1d4 points of damage, Reflex save (DC
AC: 18 (+1 size, +4 Dex, +3 natural) 13) half.
Attacks: Slam +4 melee
Damage: Slam 0 and 1d6 electricity Electricity Immunity (Ex): Lightning quasi-
Face/Reach: 5 ft by 5 ft/5 ft elementals are immune to all electrical effects
Special Attacks: Globe, electricity, arc
Water Vulnerability (Ex): A lightning quasi-
Special Qualities: Damage reduction 5/+1,
elemental takes 1d8 points of damage per gallon of
elemental, electricity immunity, fire and acid
water it contacts.
resistance 20, water vulnerability
Saves: Fort +2, Ref +9, Will +2 Elemental: Immune to poison, sleep, paraly-
Abilities: Str 10, Dex 18, Con 10, Int 4, Wis 11, Cha sis, and stunning. Not subject to critical hits or
11

9
flanking attacks. Lightning quasi-elementals have (metal weapon, armor, and so on) take 2d6 addi-
darkvision with a range of 60 feet. tional points of electrical damage.
Lightning Quasi-Elemental, Medium Globe (Ex): 1d8 points of electrical damage,
Medium-Size Elemental (Air) Reflex save (DC 19) half.
Hit Dice: 10d8+20 (65 hp)
Initiative: +6 (Dex) MIHSTU
Speed: 60 ft Medium-Size Elemental (Air)
AC: 19 (+6 Dex, +3 natural) Hit Dice: 8d8+16 (52 hp)
Attacks: Slam +13 melee Initiative: +10 (+6 Dex, +4 Improved Initiative)
Damage: Slam 0 and 1d8 electricity Speed: 20 ft, fly 20 ft (good)
Face/Reach: 5 ft by 5 ft/5 ft AC: 22 (+6 Dex, +6 natural)
Special Attacks: Globe, electricity, arc Attacks: 4 tentacles +12 melee
Special Qualities: Damage reduction 5/+1, Damage: Tentacle 1d6+1
elemental, electricity immunity, fire and acid Face/Reach: 5 ft by 5 ft/5 ft
resistance 20, water vulnerability Special Attacks: Envelop
Saves: Fort +5, Ref +13, Will +3 Special Qualities: Damage reduction 20/+2,
Abilities: Str 12, Dex 22, Con 14, Int 4, Wis 11, Cha immunities, elemental qualities, SR 13
11 Saves: Fort +4, Ref +12, Will +4
Skills: Listen +12, Spot +12 Abilities: Str 12, Dex 22, Con 14, Int 14, Wis 14, Cha
Feats: Dodge, Weapon Finesse (slam) 13
Challenge Rating: 6 Skills: Hide +10, Listen +12, Move Silently +15,
Combat Search +11, Spot +12
Feats: Dodge, Improved Initiative, Mobility,
Electricity (Ex): 1d8 points of electrical dam- Weapon Finesse (tentacles)
age; those grasping or wearing conductive material
Climate/Terrain: Any land
(metal weapon, armor, and so on) take 1d8 addi-
Organization: Solitary
tional points of electrical damage.
Challenge Rating: 6
Globe (Ex): 1d6 points of electrical damage, Treasure: Standard
Reflex save (DC 17) half. Alignment: Always neutral evil
Advancement: 9-16 HD (Medium-size); 17-24 HD
Lightning Quasi-Elemental, Large (Large)
Large Elemental (Air)
Hit Dice: 12d8+36 (90 hp) Mihstu are free-willed mist creatures of a malign
Initiative: +12 (+8 Dex, +4 Improved Initiative) nature from the Elemental Plane of Air. They like
Speed: 60 ft cool, damp places that are well hidden from sunlight.
AC: 21 (-1 size, +8 Dex, +4 natural) Mihtsu are not entirely solid and can shape their
Attacks: Slam +16 melee bodies at will, but they usually appear as clouds of
Damage: Slam 0 and 2d6 electricity swirling mists and vapors. They can seep through
Face/Reach: 5 ft by 5 ft/10 ft small cracks and openings, and can spread them-
Special Attacks: Globe, electricity, arc selves out over larger areas.
Special Qualities: Damage reduction 10/+1, ele- Mihstu are strictly solitary and only abide the com-
mental, electricity immunity, fire and acid resistance pany of those who can give them things, such as wiz-
20, water vulnerability ards who can reward them with powerful magic
Saves: Fort +5, Ref +13, Will +3 items for performing a task. If intruders don’t appear
Abilities: Str 14, Dex 26, Con 16, Int 6, Wis 11, Cha to be beneficial to the mihstu, it will assume a
11 ghostly shape in an attempt to scare them away.
Skills: Listen +14, Spot +14
Feats: Dodge, Improved Initiative, Weapon Finesse COMBAT
(slam)
Challenge Rating: 9 Mihstu form four razor-tipped tentacles from their
bodies when they enter combat. It engages another
Combat creature in melee in an attempt to get closer, so that
it may employ its enveloping attack.
Electricity (Ex): 2d6 points of electrical dam-
age; those grasping or wearing conductive material Envelop (Su): A mihstu can try to wrap a
Small or smaller creature in its body as a standard

10
action. The mihstu attempts a grapple that does not If a creature leaves the pool, the mudmen will not
provoke an attack of opportunity. If it gets a hold, follow, but will sink back down into the pool and
the enveloped victim takes 1 point of temporary Con- assume their dormant state.
stitution damage each round the hold is maintained.
A mudman attacks using its fists or hurling mud at
Attacks that hit an enveloping mihstu deal half their its foes (its preferred form of attack).
damage to the monster and half to the trapped vic-
Dormant State (Ex): A mudman will lie be-
tim. Note that a mihstu can still use its tentacles to
low the surface of the pool with the substance of
strike at other targets while it is enveloping a crea-
their body spread throughout the pool. This is its
ture.
natural form. In this form it is immune to all
Immunities (Ex): Mihstu are immune to all weapon attacks, but is still susceptible to attacks
electrical attacks, as well as any sort of direct missile from spells.
attack (including magic missile spells).
When the presence of a living creature is detected in
Cold Susceptibility (Ex): Any cold-based ef- the pool, the mudman assumes its humanoid form.
fects deal normal damage to the mihstu and stun it This is a standard action. It may alternate between
for 2d6 rounds. forms, but does not heal damage by shifting forms.
Mud Throwing (Ex): A mudman attacks by
MUDMAN hurling globs of mud at its opponent. These globs
Medium-Size Elemental (Water) deal no damage and have a range increment of 10
Hit Dice: 2d8 (9 hp) feet. A successful ranged touch attack means the
Initiative: -1 (Dex) mud glob hits the target and solidifies in the same
Speed: 10 ft round.
AC: 12 (-1 Dex, +3 natural)
A creature hit suffers a –2 penalty to its attack rolls
Attacks: Slam +3 melee; or mud glob +0 ranged
and a –4 penalty to effective Dexterity. The creature
touch
must make a Reflex save (DC 15) or be stuck to the
Damage: Slam 1d4+3; or mud glob 0 (see text)
ground. Even with a successful save, the creature
Face/Reach: 5 ft by 5 ft/5 ft
can only move at half speed.
Special Attacks: Mud throwing, engulf
Special Qualities: Elemental, damage reduction A creature stuck to the ground can break free with a
10/+1, dormant state, immunities, susceptibility, successful Strength check (DC 22) or by dealing 10
tremorsense points of damage to the hardened mud with a
Saves: Fort +3, Ref -1, Will +0 bludgeoning weapon. Breaking the mud off, or an-
Abilities: Str 14, Dex 9, Con 11, Int 1, Wis 10, Cha other creature assisting, does not require an attack
10 roll; hitting the mud is automatic, after which the
Skills: Spot +2 creature that hit makes a damage roll to see how
Climate/Terrain: Temperate and warm water and much of the mud happened to be broken off.
underground Breaking the mud off is a standard action that does
Organization: Solitary, gang (3-6), or pack (7-12) provoke an attack of opportunity.
Challenge Rating: 1
Treasure: None A character capable of spellcasting that is bound by
Alignment: Always neutral the mud must make a Concentration check (DC 15)
Advancement: 4-6 HD (Small) to cast a spell.

Mudmen are formed in pools of mud where en- Additional hits by the globs increase the Reflex save
chanted waters collect and evaporate. DC, Strength check DC, and Concentration check
DC by +1 per hit. The penalties to attack rolls and
Mudmen resemble short, stocky humanoids, formed Dexterity do not stack.
of mud. They have a barrel shaped body, and long,
thick arms that end in huge, roughly formed hands. Engulf (Ex): A mudman may hurl itself at any
Their heads are featureless, though on occasion eyes creature within 10 feet by making a ranged touch
or a mouth will be formed in the mud. attack. A successful attack roll destroys the mudman
and covers a Medium-size or smaller creature with
COMBAT mud that instantly solidifies around its head.
Mudmen cannot detect living creatures outside their A creature caught in this manner takes suffocation
mud pool, but once a creature enters a pool, the damage (see Suffocation, page 88 in the DMG).
mudman senses it and assumes its humanoid form.

11
The hardened mud can be hit automatically and is dooms. They assume human form on contact with
destroyed when it takes 10 hit points of damage the air.
from a bludgeoning weapon. The victim receives an
Gorgeous and voluptuous, these forms are almost
equal amount of damage from each successful attack
always females, young and slim with long, golden
on the hardened mud. It can also be pried off
hair, pearly white skin, and sparkling green eyes.
(Strength check DC 25).
Their voices are heavenly and their songs are engag-
If the mudman misses its attack, it may reform, tak- ing to those that listen. While they always carry a
ing a full round action to do so. white shawl, either in their hands or draped over
their shoulders, they are otherwise lightly clad in
Tremorsense (Ex): A mudman can automati-
white and gold.
cally sense the location of anything within 120 feet
that enters its mud pool. If confronted by only females, the nereid appears in
a male guise, but its powers are not as effective on
Elemental: Immune to poison, sleep, paraly-
women and there is a chance (Spot check DC 10)
sis, and stunning. Not subject to critical hits. Mud-
that the women see the beguiling nereid’s true form.
men have darkvision 60 feet.
Immunities (Ex): Immune to all mind- COMBAT
influencing effects. Nereids have few physical attacks, but if forced into
Susceptibility (Ex): Dispel magic acts as a combat, they will attack using their poison spittle
fireball spell (1d6 per caster level to a maximum of and shape water attacks.
10d6) against mudmen. Transmute mud to rock Beguilement (Su): A creature of the opposite
deals 1d8 points of damage per caster level (maxi- sex seeing a nereid must make a Will save (DC 17) or
mum 15d8) to a mudman. be instantly smitten and beguiled. A beguiled crea-
ture will seek to kiss the nereid, seemingly at all
NEREID costs.
Medium-Size Elemental (Water) Poison (Ex): Spit, 20 feet, no range incre-
Hit Dice: 4d8+8 (26 hp) ments. Fortitude save (DC 14) or blinded for 2d6
Initiative: +2 (Dex) rounds as per the blindness spell.
Speed: 30 ft, swim 40 ft
AC: 12 (+2 Dex) Kiss (Su): Any creature meeting the lips of a
Attacks: Spit +5 ranged nereid must succeed at a Fortitude save (DC 14) or
Damage: Spit 0 and poison die instantly as the creature’s lungs fill with water.
Face/Reach: 5 ft by 5 ft/5 ft Immunity to Attacks (Ex): A nereid that is
Special Attacks: Poison, beguilement, kiss, shape attacked by any weapon (including grappling at-
water, control water, water mastery tacks) can, by making a successful Reflex save (DC
Special Qualities: Elemental, SR 21, immunity to 15), instantly transform her body into water and
attacks, vulnerability flow away.
Saves: Fort +6, Ref +3, Will +2
Abilities: Str 11, Dex 14, Con 14, Int 12, Wis 12, Cha Shape Water (Su): A nereid can form a vol-
18 ume of water into the shape of an arm ending in a
Skills: Bluff +11, Hide +9, Listen +8, Spot +8 clenched fist (AC 15, hp 15). The fist attacks using
Feats: Dodge, Iron Will the nereid’s attack roll and deals 1d4 points of dam-
Climate/Terrain: Any aquatic age. The nereid does not need to concentrate to
Organization: Solitary, gang (2-4) or troupe (1 maintain the arm, and is free to act. The fist loses
giant squid, giant octopus, or Large viper snake for shape upon the death of the nereid or at her will.
each nereid) Control Water (Su): A nereid can control
Challenge Rating: 6 water as the spell cast by a 15th-level sorcerer.
Treasure: No coins; no goods; standard items
Alignment: Usually chaotic neutral Water Mastery (Ex): A nereid gains a +1 at-
Advancement: 5-12 HD (Medium-size) tack and damage bonus if both it and its opponent
touch water. If the opponent or elemental is land
Many a male has thrown his life away for the fleet- bound, the nereid suffers a –4 penalty to attack and
ing embrace of the "honeyed ones," the beautiful damage. (These modifiers are not included in the
nereids from the Elemental Plane of Water. Playful statistics block).
and flighty, and as unpredictable as their watery
homes, the nereids tempt and trick sailors to their

12
Transparency (Ex): A nereid is effectively COMBAT
invisible in water until it attacks.
Ogrèmoch attacks with his slam and spell-like abili-
Vulnerability (Ex): The nereid protects her ties. If he becomes bored with combat or combat
shawl at all costs, for it contains her essence; if it is goes against him, he uses his summoning ability to
destroyed, the nereid dissolves into formless water. call earth creatures to his aid.
Possession of a nereid's shawl gives a character con-
trol over the creature, which will accept commands Spell-Like Abilities: 3/day—flesh to stone,
to avoid damage to the shawl. move earth, and wall of stone (20 hp per inch of
thickness); 1/day—earthquake. These abilities are as
Elemental: Immune to poison, sleep, paraly- the spells cast by a 20th-level sorcerer (save DC 14 +
sis, and stunning. Not subject to critical hits. Ne- spell level).
reids have darkvision 60 feet.
Earth Mastery (Ex): Ogrèmoch gains a +1
attack and damage bonus if both he and his foe
OGRE’MOCH (Prince of touch the ground. If an opponent is airborne or wa-
terborne, he suffers a –4 penalty to attack and dam-
Evil Earth Creatures) age. (These modifiers are not included in the stat
Gargantuan Elemental (Earth) block.)
Hit Dice: 38d8+228 (399 hp)
Initiative: +4 (Improved Initiative) Push (Ex): Ogrèmoch can start a bull rush
Speed: 20 ft maneuver without provoking an attack of opportu-
AC: 31 (-4 size, +25 natural) nity. The combat modifiers given in Earth Mastery,
Attacks: Slam +38/+33/+28/+23 melee above, also apply to his opposed Strength checks.
Damage: Slam 2d12+19 Summon Earth Creatures (Sp): Once per
Face/Reach: 20 ft by 20 ft/20 ft day, Ogrèmoch can automatically summon 2d4 Me-
Special Attacks: Spell-like abilities, earth mastery, dium-size or smaller earth elementals, 1d3 Large or
push, summon earth creatures Huge earth elementals, or 1d4 average or elder xorn
Special Qualities: Damage reduction 15/+3, SR (of evil alignment).
20, elemental, resistances
Saves: Fort +27, Ref +12, Will +16 Elemental: Immune to poison, sleep, paraly-
Abilities: Str 37, Dex 10, Con 23, Int 20, Wis 18, sis, and stunning. Not subject to critical hits.
Cha 18 Resistances (Ex): Ogrèmoch has fire resis-
Skills: Concentration +18, Intimidate +19, Knowl- tance 20 and acid, cold, and electricity resistance 5.
edge (the planes) +12, Listen +29, Spot +29
Feats: Blind-Fight, Cleave, Combat Casting, Em-
power Spell, Expertise, Great Cleave, Improved Bull
OLHYDRA (Princess of
Rush, Improved Critical (slam), Improved Initiative, Evil Water Creatures)
Maximize Spell, Power Attack, Sunder, Weapon Fo-
cus (slam) Gargantuan Elemental (Water)
Hit Dice: 36d8+216 (378 hp)
Climate/Terrain: Any land and underground Initiative: +7 (Dex)
Organization: Solitary or troupe (Ogrèmoch plus Speed: 20 ft, swim 90 ft
1d4 Huge earth elementals, 1d4 evil elder xorn, and AC: 24 (-4 size, +7 Dex, +11 natural)
1d4 umber hulks) Attacks: Slam +35/+30/+25/+20 melee
Challenge Rating: 17 Damage: Slam 2d10+16
Treasure: Double standard Face/Reach: 20 ft by 20 ft/20 ft
Alignment: Always neutral evil Special Attacks: Spell-like abilities, water mas-
Advancement: — tery, drench, vortex, capsize, summon water crea-
Ogrèmoch looks like an unfinished bipedal human- tures
oid standing about 32 feet tall. His eyes are deep, Special Qualities: Elemental, damage reduction
inset, and dark and his mouth is the same. He has 15/+3, SR 20, cold resistance 20, fire immunity,
no apparent nose or ears. Ogrèmoch’s arms end in cold vulnerability
unfinished hands and his legs end in unfinished feet. Saves: Fort +26, Ref +19, Will +16
He makes his lair in a great flat-topped mountain on Abilities: Str 32, Dex 24, Con 23, Int 20, Wis 18,
the Plane of Earth. Cha 18
Skills: Concentration +16, Intimidate +14, Knowl-
edge (the planes) +15, Listen +29, Spot +29

13
Feats: Blind-Fight, Cleave, Combat Casting, Exper- and held suspended in the powerful currents, auto-
tise, Great Cleave, Improved Bull Rush, Improved matically taking damage each round. A creature that
Critical (slam), Improved Initiative, Maximize Spell, can swim is allowed a Reflex save each round to es-
Power Attack, Sunder, Weapon Focus (slam) cape the vortex. The creature still takes damage, but
can leave if the save is successful.
Climate/Terrain: Any aquatic and underground
Organization: Solitary or troupe (Olhydra plus Olhydra can eject any carried creatures whenever
1d3 Large or Huge water elementals, 1-2 sea hags, she wishes, depositing them wherever the vortex
and 2-5 water weirds) happens to be.
Challenge Rating: 17 If the vortex’s base touches the bottom, it creates a
Treasure: Double standard swirling cloud of debris. This cloud is centered on
Alignment: Always neutral evil Olhydra and has a diameter equal to half the vor-
Advancement: — tex’s height. The cloud obscures all vision, including
Olhydra appears as a 35-foot tall humanoid com- darkvision, beyond 5 feet. Creatures 5 feet away
posed of water. She has no discernable features have one-half concealment, while those further away
(eyes, nose, etc.). She dwells in a great undersea cas- have total concealment (see Concealment page 133
tle on the Elemental Plane of Water. in the PHB). Those caught in the cloud must suc-
ceed at a Concentration check to cast a spell (DC
COMBAT 33).
Olhydra attacks with her slam attack and spell-like Capsize (Ex): Olhydra can surface under a
abilities in combat. If she becomes bored with com- boat or ship less than 20 feet long capsizes the vessel
bat or combat goes against her, she uses her sum- 100% of the time. She has a 75% chance to capsize a
moning ability to call water creatures to her aid. vessel from 20 to 60 feet long, and a 50% chance to
Spell-Like Abilities: 3/day—acid fog, control capsize a vessel over 60 feet long.
water, ice storm and transmute rock to mud. These Summon Water Creatures (Sp): Once per
abilities are as the spells cast by a 20th-level sor- day, Olhydra can automatically summon 1d3 Large
cerer (save DC 14 + spell level). or Huge water elementals, 3d4 sea hags, 2d4 water
Water Mastery (Ex): Olhydra gains a +1 at- weirds, or 20-200 sahuagin.
tack and damage bonus if both her and her oppo- Elemental: Immune to poison, sleep, paraly-
nent touch water. If she or her opponent is land sis, and stunning. Not subject to critical hits.
bound, she suffers a –4 penalty to attack and dam-
age. (These modifiers are not included in the statis- Cold Vulnerability (Ex): If Olhydra takes
tics block). damage from a cold-based attack (i.e., it bypasses
her cold resistance) she is slowed for a number of
Drench (Ex): Olhydra’s touch puts out rounds equal to the caster’s level.
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
PECH
touches as dispel magic cast by a 36th-level sor- Small Elemental (Earth)
cerer. Hit Dice: 4d8+4 (22 hp)
Initiative: +1 (Dex)
Vortex (Su): Olhydra can transform herself Speed: 20 ft
into a whirlpool once ever 10 minutes provided she AC: 17 (+1 size, +1 Dex, +5 natural)
is underwater, and remain in that form for up to 18 Attacks: Heavy pick +8 melee
rounds. In vortex form, she can move through the Damage: Heavy pick 1d6+4
water or along the bottom at her swim speed. Face/Reach: 5 ft by 5 ft/5 ft
The vortex is 5 feet wide at the base, up to 30 feet Special Attacks: Spell-like abilities, earth mastery
wide at the top, and 80 feet tall. She controls the Special Qualities: Elemental, immunity to
exact height, but it must be at least 10 feet tall. petrification, light blindness
Saves: Fort +5, Ref +2, Will +1
Creatures of Huge or smaller size take damage when Abilities: Str 19, Dex 13, Con 13, Int 11, Wis 10, Cha
caught in the vortex and might be swept up by it. An 10
affected creature must succeed at a Reflex save (DC Skills: Climb +9, Craft (stonemasonry) +11, Listen
33) when it comes in contact with the vortex or take +5, Profession (miner) +7, Spot +6
2d8 points of damage. It must also succeed at a sec- Feats: Power Attack
ond Reflex save (same DC) or be picked up bodily

14
Climate/Terrain: Any underground Hit Dice: 6d8+12 (39 hp)
Organization: Gang (2-4), pack (5-20), or tribe Initiative: +6 (+2 Dex, +4 Improved Initiative)
(21-40 plus 100% noncombatants) Speed: 30 ft, fly 60 ft (average)
Challenge Rating: 3 AC: 17 (+2 Dex, +5 natural)
Treasure: No coins; standard goods (gems only); Attacks: 2 claws +8 melee
no items Damage: 1d4+4 and 1d6 fire
Alignment: Always neutral good Face/Reach: 5 ft by 5 ft/5 ft
Advancement: 5-9 HD (Small); 10-12 HD (Me- Special Attacks: Improved grab, burn, find target,
dium-size) death throes
Special Qualities: Polymorph self, flames of heal-
The pech are creatures of the plane of elemental
ing, fire subtype
Earth, though some have extensive mines in the
Saves: Fort +4, Ref +7, Will +2
deepest regions of the Material plane. They dwell in
Abilities: Str 18, Dex 15, Con 14, Int 4, Wis 11, Cha
dark places and work stone.
11
Pech are thin with long arms and legs. Their broad Skills: Listen +8, Spot +8
hands and feet are excellent for bracing and employ- Feats: Improved Initiative
ing tools to work stone. They have pale, yellowish Climate/Terrain: Any land and underground
skin and red or red-brown hair. Their eyes are large Organization: Solitary or pair
and pupiless. Challenge Rating: 4
Treasure: None
COMBAT Alignment: Always neutral
The pech relies on its pick and spell-like abilities in Advancement: 7-18 HD (Large)
combat. Phantom stalkers are creatures from the Elemental
Spell-Like Abilities: 4/day—stone shape and Plane of Fire. In its true form it appears as a pillar of
stone tell. These abilities are as the spells cast by a elemental fire with vague outlines of arms, legs, and
10th-level sorcerer (save DC 10 + spell level). a head. On the Material Plane, it appears as a mus-
cular, reddish humanoid, 8 feet tall, with fiery eyes.
Four pech together can, once per day, cast wall of Its face is an elongated version of a human face,
stone. Eight pechs together can cast stone to flesh with a pointed chin and high forehead.
once per day. These abilities are as the spells cast by
a 16th-level sorcerer (save DC 10 + spell level). When encountered on the Material Plane it is usu-
ally in the service of a high level spellcaster, serving
Earth Mastery (Ex): A pech gains a +1 attack as a bodyguard. Spellcaster beware, for summoning
and damage bonus if both it and its foe touch the a phantom stalker is risky indeed. They will follow
ground. If an opponent is airborne or waterborne, their orders to the letter, attempting to pervert the
the pech suffers a –4 penalty to attack and damage. intent of the agreement, so as to gain release back to
(These modifiers are not included in the statistics their home plane.
block).
Phantom stalkers speak Common and Ignan.
Immunity to Petrification (Ex): Pech are
immune to all petrifying effects (such as a gorgon’s COMBAT
breath or medusa’s gaze).
A phantom stalker attacks with its claws, attempting
Light Blindness (Ex): Abrupt exposure to to grab its opponent and pull it into its body.
bright light (such as sunlight or a daylight spell)
blinds pech for 1 round. In addition, they suffer a –1 Improved Grab (Ex): To use this ability, the
circumstance penalty to all attack rolls, saves, and phantom stalker must hit a creature of up to Large
checks while operating in bright light. size with both claw attacks. If it gets a hold, it pulls
the creature into its body and burns it.
Elemental: Immune to poison, sleep, paraly-
sis, and stunning. Not subject to critical hits. Pechs Burn (Ex): Those hit by a phantom stalker’s
have darkvision with a range of 120 feet. claw attacks must succeed at a Reflex save (DC 15)
or catch fire. The flame burns for 1d4 rounds (see
Skills: Pech receive a +4 racial bonus to Craft Catching Fire, page 86 in the DMG). A burning crea-
(stonemasonry) checks. ture can take a move-equivalent action to put out
the flame.
PHANTOM STALKER Creatures hitting a phantom stalker with natural
Medium-Size Elemental (Fire) weapons or unarmed attacks take fire damage as

15
though hit by the stalker’s attack, and also catch fire pile of sand. When threatened, it takes the form of a
unless they succeed at a Reflex save (same DC). 10-foot tall snake-like creature.
Find Target (Sp): If the one who summoned COMBAT
the phantom stalker is slain while the stalker is on
the Material Plane, the stalker can unerringly find Sandlings are not aggressive, but will attack if pro-
the slayer as though guided by discern location. voked. A sandling attacks by slashing with a pseu-
dopod it forms from its body. A favored tactic of the
Once the slayer has been tracked and dealt with, the sandling is to lie dormant against the ground and
phantom stalker returns to its home plane. lash out when an opponent passes over it.
Polymorph Self (Su): 1/day—as the spell cast Elemental: Immune to poison, sleep, paraly-
by an 8th-level sorcerer. sis, and stunning. Not subject to critical hits. Ele-
Flames of Healing (Ex): Magical fire that mentals have no clear front or back and therefore
contacts a phantom stalker heals 1 hit point for each cannot be flanked. Elementals have darkvision with
die of damage it would have dealt to the stalker. a range of 60 feet.

Death Throes (Ex): When a phantom stalker Vulnerability to Water (Ex): If a sandling is
is reduced to 0 hit points or less, it can expel a fiery hit by at least 10 gallons of water it acts as if affected
blast equivalent to a fireball as cast by a 6th-level by a slow spell for 1d6+2 rounds.
sorcerer (save DC 13). In some cases (as long as it
does not harm the one who summoned the stalker) SANDMAN
the stalker will explode the fireball on itself in order Medium-Size Elemental (Earth)
to damage all those around it. Hit Dice: 4d8+4 (22 hp)
Fire Subtype (Ex): Fire immunity, double Initiative: +0
damage from cold, except on a successful save. Speed: 30 ft
AC: 17 (+7 natural)
Elemental: Immune to poison, sleep, paraly- Attacks: Slam +3 melee
sis, and stunning. Not subject to critical hits. Phan- Damage: 1d6 and sleep
tom stalkers have darkvision with a range of 60 feet. Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Sleep
SANDLING Special Qualities: SR 15, protection from arrows
Large Elemental Saves: Fort +5, Ref +1, Will +1
Hit Dice: 4d8+4 (22 hp) Abilities: Str 11, Dex 11, Con 12, Int 10, Wis 11, Cha
Initiative: +1 (Dex) 10
Speed: 30 ft, burrow 20 ft Skills: Hide +5, Listen +6, Move Silently +5, Spot
AC: 16 (-1 size, +7 natural) +6
Attacks: Pseudopod +5 melee Feats: Alertness
Damage: Pseudopod 1d8+3 Climate/Terrain: Any land and underground
Face/Reach: 5 ft by 10 ft/5 ft Organization: Solitary or gang (2-4)
Special Qualities: Elemental, vulnerability to wa- Challenge Rating: 3
ter Treasure: Double coins
Saves: Fort +5, Ref +2, Will +1 Alignment: Usually neutral evil
Abilities: Str 17, Dex 13, Con 13, Int 4, Wis 11, Cha Advancement: 5-12 HD (Medium-size)
11 A native of either the Elemental Plane of Earth or
Skills: Listen +4, Spot +4 the Quasi-Elemental Plane of Dust (scholars are not
Feats: Power Attack sure which), the sandman appears as a human con-
Climate/Terrain: Any land and underground structed entirely of sand.
Organization: Solitary
They hate all humans and attack them on sight be-
Challenge Rating: 2
cause they believe humans purposefully slay sand-
Treasure: None
men to use their bodies in magical experiments.
Alignment: Always neutral
Advancement: 5-9 HD (Large); 10-12 HD (Huge) When a sandman is slain its body crumbles to dust.
Sandlings are creatures from the Elemental Plane of
Earth. A sandling in its natural form resembles a

16
COMBAT Advancement: 6-10 HD (Medium-size); 11-15 HD
(Large)
A sandman avoids combat if possible, preferring to
attack at night, where it can slip away from combat The shard is a crystalline form of minor elemental
if things are going against it. that travels the planes in swarms. These mineral
elementals are sentient, but they are not very bright
A sandman attacks using its fists if pressed, but al- and don't function well individually. On their home
most always relies on its sleep ability to affect those plane, these crystals skirt near areas that connect
within range. Once a creature goes to sleep, the with the Positive Energy plane, absorbing the power
sandman will not attack it. that gives them life. An elemental shard appears as
Sleep (Su): 20-foot radius or by touch, Will its names implies, much like a crystalline shard.
save (DC 13) or sleep for 30 minutes. For the first 30 Shards are rarely encountered on the Material
minutes of sleep, nothing short of dispel magic (or plane, but are occasionally summoned to serve as
more powerful magic) will awaken a sleeping crea- guardians. If they are summoned to guard gems,
ture. they obey without hesitation. A swarm of shards will
Each 1 minute thereafter, the victim must succeed at rarely be sent to the Material plane on a special mis-
a Will save (DC 13) to wake up. For each minute that sion, usually to seek out adventurers who have taken
passes, the DC decreases by 1. Violent shaking or large numbers of gems from the elemental planes.
attacking a sleeping creature will wake it at this COMBAT
time. Constructs, undead, and any other creature
immune to sleep effects are immune to this ability. The shard attacks by slashing opponents with its
razor-sharp edges.
Protection From Arrows (Ex): A sandman
is protected by a permanent protection from arrows Keen (Ex): The edges of a shard are consid-
as cast by a 4th-level sorcerer. This ability is inher- ered keen. Therefore, the shard scores a critical
ent and cannot be dispelled. threat on a roll of 19-20.
Elemental: Immune to poison, sleep, paraly- Color Burst (Su): Once per day, a shard can
sis, and stunning. Not subject to critical hits. Sand- spin rapidly and emit a paralyzing burst of multi-
men have darkvision 60 feet. colored light in a 30-foot radius, similar to the color
spray spell. All creatures within the area of effect
SHARD that see the shard must succeed at a Will save (DC
16) or become paralyzed for 2d4 rounds.
Medium-Size Elemental (Earth)
Hit Dice: 5d8+5 (27 hp) Shatter Weapons (Ex): Any weapon that
Initiative: +2 (Dex) strikes a shard must succeed at a Fortitude save (DC
Speed: Fly 50 ft (good) 15) or shatter into pieces.
AC: 24 (+2 Dex, +12 natural)
Elemental: Immune to poison, sleep, paraly-
Attacks: Slash +6 melee
sis, and stunning. Not subject to critical hits.
Damage: Slash 2d4+2
Face/Reach: 5 ft by 5 ft/5 ft Burrow (Ex): A mineral elemental can glide
Special Attacks: Keen, color burst, shatter weap- through stone, dirt, or almost any other sort of earth
ons as easily as a fish swims through water. Its burrow-
Special Qualities: Elemental, burrow, damage ing leaves behind no hole, nor does it create any rip-
reduction 20/+2, SR 14 ple or other signs of its presence. A move earth spell
Saves: Fort +5, Ref +3, Will +1 cast on an area containing a burrowing mineral ele-
Abilities: Str 14, Dex 15, Con 12, Int 6, Wis 11, Cha mental flings the elemental back 30 feet, stunning
10 the creature for 1 round unless it succeeds at a Forti-
Skills: Hide +8, Listen +6, Spot +6 tude save.
Feats: Weapon Finesse (slam)
Climate/Terrain: Any land and underground SHIVERBUG
Organization: Solitary, swarm (2-20) or fleet (10-
Small Elemental (Air, Cold)
100) Hit Dice: 2d8 (9 hp)
Challenge Rating: 7 Initiative: +2 (Dex)
Treasure: None Speed: 20 ft
Alignment: Always neutral 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 Special Attacks: Chill, engulf
Face/Reach: 5 ft by 5 ft/5 ft Special Qualities: Elemental, damage reduction
Special Attacks: Shiver venom 10/+1, cold subtype, cold absorption, fast healing 2
Special Qualities: Elemental, cold subtype Saves: Fort +6, Ref +8, Will +3
Saves: Fort +0, Ref +5, Will +1 Abilities: Str 14, Dex 16, Con 18, Int 8, Wis 12, Cha
Abilities: Str 10, Dex 14, Con 10, Int 6, Wis 12, Cha 11
11 Skills: Listen +8, Move Silently +9, Spot +8
Skills: Hide +10*, Listen +6, Spot +6 Feats: Combat Reflexes, Weapon Finesse (tentacle)
Feats: Weapon Finesse (claw) Climate/Terrain: Any cold land, aquatic and
Climate/Terrain: Any cold land, aquatic and underground
underground Organization: Solitary or pack (1-4)
Organization: Pack (3-18) Challenge Rating: 7
Challenge Rating: 1 Treasure: None
Treasure: None Alignment: Always neutral
Alignment: Always neutral Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Advancement: 3-4 HD (Small); 5-6 HD (Medium-
Snowfuries are powerful paraelementals seemingly
size)
formed more of air, than ice. These creatures travel
Shiverbugs are minor elemental beings that appear through the air and seem to be nothing more than
to be made of ice. Their bodies are flat, roughly hex- snowy gusts of wind. In this form, they are harmless
agonal in shape, with alternating short and long and practically invisible. When agitated into com-
sides, and with six short legs protruding from its bat, a snowfury gathers itself into a denser form,
body (one at each vertex). Between each pair of legs and forms tentacles made of snow and ice pellets.
on the upper side of the beast’s short sides is a 2-
foot long arm that ends in a three-fingered claw. In COMBAT
the middle of each of its three long sides is a face A snowfury is a peaceful creature and only initiates
composed of a three-pronged beak set between a combat if it senses a fire. It becomes immediately
pair of glittering, white eyes. enraged as it rushes to put out the fire and attack
COMBAT any nearby creatures it assumes is connected to the
fire. On many occasions, a snowfury gives up com-
Shiverbugs don't look for trouble with larger beings, bat once the fire has been extinguished. High winds
but are easily annoyed. Stepping on a shiverbug have been known to infuriate a snowfury, causing it
hidden in the snow will rile the whole pack into ac- to attack nearby creatures at random.
tion.
Chill (Ex): Snowfuries radiate cold from their
Shiver Venom (Ex): Bite, 1d2 points of tem- bodies, dealing 1d4 points of cold damage on a suc-
porary Dexterity damage and –1 to all rolls; Forti- cessful hit.
tude save (DC 11) negates. Both effects last 2d4
Engulf (Ex): An snowfury can try to envelope a
rounds. Damage from multiple bites does stack.
Medium-size or smaller creature in its body as a
Elemental: Immune to poison, sleep, paraly- standard action. The snowfury attempts a grapple
sis, and stunning. Not subject to critical hits. check that does not provoke an attack of opportu-
nity. If it gets a hold, it envelops the victim and deals
Cold Subtype (Ex): Cold immunity, double
1d6 points of damage each round it maintains the
damage from fire except on a successful save.
hold.
Skills: *Shiverbugs receive a +4 bonus to Hide
Attacks that hit an engulfing snowfury deal half
checks in snowy or ice-covered areas.
their damage to the monster and half to the trapped
victim.
SNOWFURY
Cold Absorption (Su): A cold-base attack
Large Elemental (Air, Cold) cures 1 point of damage for each die it would other-
Hit Dice: 6d8+24 (51 hp) wise deal.
Initiative: +5 (Dex)
Speed: 5 ft, fly 50 ft (average) Fast Healing (Ex): A snowfury heals only if it
AC: 19 (-1 size, +3 Dex, +5 natural) is touching a piece of ice of at least Medium-size or
Attacks: 3 tentacles +7 melee if the ambient temperature is freezing or below.
Damage: Tentacle 1d6+2 and 1d4 cold
Face/Reach: 5 ft by 5 ft/10 ft

18
Elemental: Immune to poison, sleep, paraly- chance of suppressing any magical effect brought
sis, and stunning. Not subject to critical hits. into the area of effect.
Cold Subtype (Ex): Cold immunity, double Improved Grab (Ex): To use this ability, the
damage from fire except on a successful save. spined shard must hit an opponent of up to Me-
dium-size with at least two of its tentacle attacks. If
SPINED SHARD it gets a hold, it draws its opponent close enough to
attack with its stingers.
Large Elemental (Earth)
Hit Dice: 7d8+21 (52 hp) Stingers (Ex): A spined shard attacks a grap-
Initiative: +2 (Dex) pled opponent with its two stingers (+8 melee) deal-
Speed: Fly 60 ft (good) ing 2d6 points of energy damage with each stinger.
AC: 26 (-1 size, +2 Dex, +15 natural)
Energy Burst (Su): Four times per day, a
Attacks: 4 tentacles +6 melee
spined shard can emit a line of energy 5 feet wide, 5
Damage: Tentacle 1d4+3
feet high, and 70 feet long that deals 8d6 points of
Face/Reach: 5 ft by 10 ft/5 ft
energy damage. A Reflex save (DC 16) halves the
Special Attacks: Improved grab, stingers, energy
damage.
burst, melt weapons
Special Qualities: Limited anitmagic field, ele- A victim struck retains a portion of the energy in its
mental, burrow, damage reduction 20/+2, SR 16 body. For the next 10 rounds, energy arcs from the
Saves: Fort +8, Ref +4, Will +7 victim’s body striking all within a 5-foot radius for
Abilities: Str 16, Dex 14, Con 17, Int 10, Wis 14, Cha 4d6 points of damage. A successful Fortitude save
11 halves the damage. Victims of the arc do not retain
Skills: Appraise +6, Hide +4, Listen +9, Spot +9 the energy in their body.
Feats: Power Attack
Melt Weapons (Ex): Any weapon that strikes
Climate/Terrain: Any land and underground the spined shard melts into slag if it fails a Fortitude
Organization: Solitary or gang (2-5) save (DC 16).
Challenge Rating: 10
Treasure: None Elemental: Immune to poison, sleep, paraly-
Alignment: Always neutral evil sis, and stunning. Not subject to critical hits.
Advancement: 6-10 HD (Medium-size); 11-15 HD Burrow (Ex): A mineral elemental can glide
(Large) through stone, dirt, or almost any other sort of earth
The spined shard is an elemental creature that as easily as a fish swims through water. Its burrow-
spends all of its time feeding off positive energy, ing leaves behind no hole, nor does it create any rip-
buried deep in the elemental plane of Earth. This ple or other signs of its presence. A move earth spell
creature can travel the whole plane, but prefers to be cast on an area containing a burrowing mineral ele-
buried deep within the earth in areas that border on mental flings the elemental back 30 feet, stunning
the Positive energy plane, where it is the most dan- the creature for 1 round unless it succeeds at a Forti-
gerous and feared predator. Thankfully, these ma- tude save.
lign creatures do not often visit the Material plane.
The spined shard is shaped like a long rod about 12
TRILLING CRYSMAL
feet long, with four spines jutting out from it near
Medium-Size Elemental (Earth)
the top. It also has two sets of slim tentacles, four
Hit Dice: 10d8+20 (65 hp)
smaller ones at its top above the spines, and two
Initiative: +2 (Dex)
double-whip stingers near the bottom.
Speed: Fly 30 ft (good)
COMBAT AC: 24 (+2 Dex, +12 natural)
Attacks: 8 talons +8 melee; or crystal dart +9
The spined shard uses its four small tentacles to at- ranged
tack, attempting to use them to bring an opponent Damage: Talon 1d4+1; crystal dart 1d4+1
close enough to use its stingers. The spined shard is Face/Reach: 5 ft by 5 ft/5 ft
a vindictive predator, and kills for no reason. Special Attacks: Crystal darts, shatter weapons,
Limited Antimagic Field (Sp): The spined spell reflection
shard constantly generates a fiend of magical inter- Special Qualities: Elemental, burrow, damage
ference similar to a limited antimagic field in a 5- reduction 20/+2, SR 26
foot radius around its body. This field has a 75% Saves: Fort +9, Ref +5, Will +5

19
Abilities: Str 13, Dex 14, Con 14, Int 14, Wis 14, Cha Burrow (Ex): A mineral elemental can glide
11 through stone, dirt, or almost any other sort of earth
Skills: Appraise +11, Climb +9, Hide +11, Listen as easily as a fish swims through water. Its burrow-
+13, Spot +13 ing leaves behind no hole, nor does it create any rip-
Feats: Alertness, Cleave, Great Cleave, Power At- ple or other signs of its presence. A move earth spell
tack cast on an area containing a burrowing mineral ele-
Climate/Terrain: Any land and underground mental flings the elemental back 30 feet, stunning
Organization: Solitary or pod (1-6) the creature for 1 round unless it succeeds at a Forti-
Challenge Rating: 10 tude save.
Treasure: None (body is worth double amount of
gems) VORTEX
Alignment: Always neutral Fine Elemental (Air)
Advancement: 6-10 HD (Medium-size); 11-15 HD Hit Dice: 2d8+2 (11 hp)
(Large) Initiative: +4 (Dex)
The trilling crysmal is a close relative of the crysmal, Speed: Fly 40 ft (perfect)
although it looks very different from its cousin ele- AC: 22 (+8 size, +4 Dex)
mental. On the Elemental plane of Earth the trilling Attacks: Touch +5 melee touch
crysmal is quite common, where they live in great Damage: Touch whirlwind
numbers and hunt along the boundary with the Face/Reach: 1/2 ft by 1/2 ft/5 ft (whirlwind)
Positive energy plane. Special Attacks: Vortex
Saves: Fort +1, Ref +7, Will -2
The trilling crysmal has six long, segmented legs Abilities: Str 4, Dex 18, Con 12, Int —, Wis 6, Cha 5
that radiate from a central crystal mass. Central to
Climate/Terrain: Any land
the creature's insect-like body is a huge silvery six-
Organization: Solitary or cluster (2-8)
sided crystal that is almost 4 feet in height, making
Challenge Rating: 2
the creature 7 feet tall in all.
Treasure: None
COMBAT Alignment: Always chaotic neutral
Advancement: 3-4 HD (Fine); 5-6 HD (Diminu-
The trilling crysmal attacks either with its razor- tive)
edged legs, or with its crystalline darts.
The vortex is a small elemental that looks like a liv-
Crystal Darts (Ex): A trilling crysmal can ing whirlwind. The creature’s actual body is a tiny
loose up to six darts per day to a range of 80 feet sphere that bobs and floats within the center of its
with no range increment. Each dart, after striking an rapidly spinning air mass. A typical vortex appears
opponent, splinters into many smaller, razor-sharp within a whirlwind that is about 4 inches high and 1
shards that deal 1 point of temporary Strength dam- inch in diameter, though larger specimens are
age and 1d4 points of temporary Dexterity damage thought to exist on the Elemental Plane of Air.
to the victim. In addition, the victim suffers a –1
circumstance penalty to attacks, saves, and checks A vortex is free-willed and cannot be summoned to
until the splinters are removed (full round action). the material world by any known spell, although
Removing the splinters deals 1d6 additional points they are sometimes drawn through rifts torn in the
of damage. world by intense storms.
Shatter Weapons (Ex): Any non-magical COMBAT
weapon that strikes a trilling crysmal must succeed
When threatened, a vortex whips the atmosphere
at a Fortitude save (DC 15) or shatter into pieces.
around itself into a powerful whirlwind. It moves
Spell Reflection (Su): The large crystal in the rapidly in a circular pattern, thereby becoming ef-
center of the trilling crysmal has a 75% chance of fectively invisible inside the cone of air. At full effect,
reflecting any spell cast directly on the crysmal. Area the vortex is surrounded by a whirlwind that ex-
spells are not affected. A reflected spell bounces in a tends around it in a 5-foot radius and is about 20
random direction and has full effect on any creature feet high.
in the area. This ability functions similar to spell
Whirlwind (Ex): When the vortex is in full
turning.
effect (1 full round action to reach full effect), it at-
Elemental: Immune to poison, sleep, paraly- tempts to snare foes within its whirlwind. An oppo-
sis, and stunning. Not subject to critical hits. nent hit by the vortex’s touch attack is pulled into
the whirlwind and takes bludgeoning damage each

20
round thereafter until the victim is slain, or the vor- Improved Grab (Ex): To use this ability, the
tex is slain or flees. water weird must hit a Medium-size or smaller crea-
ture with its slam attack. If it gets a hold it drags its
The spinning deals no damage the first round, but
prey into the water where it pins the victim under-
each round thereafter the incredible force of the
water and attempts to drown him.
wind batters a victim senseless and deals 1d4 points
of bludgeoning damage. This effect is so violent that Water Mastery (Ex): A water weird gains a
each round the victim takes damage, it must succeed +1 attack and damage bonus if both it and its oppo-
at a Fortitude save (DC 12) or die from the violent nent touch water. If the opponent or elemental is
air current. land bound, the weird suffers a –4 penalty to attack
and damage. (These modifiers are not included in
A vortex only affects Medium-size or smaller crea-
the statistics block).
tures. The whirlwind can only hold one Medium-
size, two Small, eight Tiny, or sixteen Diminutive or Drench (Ex): A water weird’s touch puts out
smaller creatures at one time. torches, campfires, exposed lanterns, and other
open flames of nonmagical origin if these are of Me-
WATER WEIRD dium-size or smaller. The creature can dispel magi-
cal fire it touches as dispel magic cast by a sorcerer
Large Elemental (Water) whose level equals the weird’s HD total.
Hit Dice: 3d8+3 (16 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative) Control Elemental (Ex): The water weird
Speed: 30 ft has the ability to take control of a water elemental
AC: 16 (-1 size, +2 Dex, +5 natural) that is within 30 feet by making a successful Intelli-
Attacks: Slam +3 melee gence check (DC 10). If the elemental is being con-
Damage: Slam 1d8+4 trolled by another creature, the water weird can gain
Face/Reach: 5 ft by 10 ft/5 ft control by making a successful Intelligence check
Special Attacks: Improved grab, water mastery, (DC 10 + Intelligence modifier of caster currently
drench controlling elemental).
Special Qualities: Damage reduction
Vulnerabilities (Ex): Cold-based effects slow
10/bludgeoning, elemental, fire resistance 10, trans-
the weird as the spell of the same name. A purify
parency, reform body, control elemental, vulner-
food and drink spell deals 1d6 points of damage per
abilities
caster level (maximum 10d4) to the water weird.
Saves: Fort +4, Ref +4, Will +1
These hit points are not regained when the weird
Abilities: Str 15, Dex 17, Con 12, Int 12, Wis 11, Cha
reforms.
11
Skills: Hide +5, Listen +6, Move Silently +9, Spot Reform Body (Ex): When reduced to 0 hit
+6 points or less, the weird collapses back into the wa-
Feats: Improved Initiative ter. Two rounds later, it will reform at full strength
Climate/Terrain: Any aquatic and underground (minus any damage suffered from a purify food and
Organization: Solitary or gang (2-4) drink spell).
Challenge Rating: 4 Transparency (Ex): Water weirds are effec-
Treasure: Standard tively invisible in water until they attack.
Alignment: Always chaotic evil
Advancement: 4-7 HD (Large); 8-9 HD (Huge) Elemental: Immune to poison, sleep, paraly-
sis, and stunning. Not subject to critical hits. Water
The water weird is a life form that has its origins on weirds have darkvision 60 feet.
the Elemental Plane of Water. They attack all living
things, draining their life’s essence as the victim lay
dying. YAN-C-BIN (Prince of Evil
The water weird takes but two rounds to form from Air Creatures)
the body of water it inhabits. It appears as a large
Gargantuan Elemental (Air)
serpent constructed entirely of water.
Hit Dice: 36d8+216 (378 hp)
COMBAT Initiative: +16 (+12 Dex, +4 Improved Initiative)
Speed: Fly 100 ft (perfect)
The water weird lashes out, attempting to wrap itself AC: 26 (-4 size, +12 Dex, +8 natural)
around its prey, dragging it into the water where the Attacks: Slam +35/+30/+25/+30 melee
weird attempts to drown it. Damage: Slam 2d10+12

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Face/Reach: 20 ft by 20 ft/20 ft picked up bodily and held suspended in the power-
Special Attacks: Spell-like abilities, air mastery, ful winds, automatically taking damage each round.
whirlwind, summon air creatures A creature that can fly is allowed a Reflex save each
Special Qualities: Elemental, immune to air at- round to escape the whirlwind. The creature still
tacks, damage reduction 15/+3, SR 20, immunities takes damage, but can leave if the save is successful.
Saves: Fort +17, Ref +32, Will +16
Yan-C-Bin can eject any carried creatures whenever
Abilities: Str 26, Dex 35, Con 20, Int 20, Wis 18,
he wishes, depositing them wherever the whirlwind
Cha 18
happens to be.
Skills: Concentration +16, Intimidate +14, Knowl-
edge (the planes) +15, Listen +29, Spot +29 If the whirlwind’s base touches the ground, it cre-
Feats: Blind-Fight, Cleave, Combat Casting, Dodge, ates a swirling cloud of debris. This cloud is centered
Expertise, Great Cleave, Improved Critical (slam), on Yan-C-Bin and has a diameter equal to half the
Improved Initiative, Mobility, Power Attack, Sun- whirlwind’s height. The cloud obscures all vision,
der, Weapon Finesse (slam) including darkvision, beyond 5 feet. Creatures 5 feet
Climate/Terrain: Any land and underground away have one-half concealment, while those further
Organization: Solitary or troupe (Yan-C-Bin plus away have total concealment (see Concealment page
1d3 Large or Huge air elementals, 2-5 cloud giants, 133 in the PHB). Those caught in the cloud must
and 1-2 invisible stalkers) succeed at a Concentration check to cast a spell (DC
Challenge Rating: 17 33).
Treasure: Double standard Summon Air Creatures (Sp): Once per day,
Alignment: Always neutral evil Yan-C-Bin can automatically summon 1d3 Large or
Advancement: — Huge air elementals, 1d4 invisible stalkers, 1d4
Yan-C-Bin appears as a 35-foot tall air elemental cloud giants, or 1d3 wind walkers.
and makes his home in a large airy palace on the Immune to Air Attacks (Ex): Yan-C-Bin is
Plane of Air. immune to any object cast into the air (thrown ob-
COMBAT jects, missile weapons, etc.). This immunity does not
extend to spells.
Yan-C-Bin attacks with his slam attack and spell-like
Elemental: Immune to poison, sleep, paraly-
abilities in combat. If he becomes bored with com-
sis, and stunning. Not subject to critical hits.
bat or combat goes against him, he uses his sum-
moning ability to call air creatures to his aid. Immunities (Ex): Yan-C-Bin is immune to
electricity effects and petrification.
Spell-Like Abilities: 3/day—control winds,
chain lightning, obscuring mist, and wind wall;
1/day—control 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 pro-
vided 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

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