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Elementals

<p class="title">Elementals</p>

An elemental is a creature native to one of the four Elemental Planes that is composed entirely of that plane’s element. They are usually encountered alone or in groups of 2 to 8. The statistics for an elemental can be generated using one of the stat blocks above plus one of the four following grafts.


Tiny Elemental (CR 1/3)

XP 135
N Tiny outsider (elemental, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +3

DEFENSE

HP 6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities elemental immunities

OFFENSE

Speed 20 ft.
Melee slam +5 (1d6+3 B)

STATISTICS

Str +3; Dex +1; Con +0; Int −3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3


Small Elemental (CR 1)

XP 400
N Small outsider (elemental, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +5

DEFENSE

HP 20
EAC 12; KAC 13
Fort +5; Ref +3; Will +1
Immunities elemental immunities

OFFENSE

Speed 20 ft.
Melee slam +9 (1d6+5 B)

STATISTICS

Str +4; Dex +2; Con +1; Int −3; Wis +0; Cha +0
Skills Acrobatics +5, Athletics +5


Medium Elemental (CR 3)

XP 800
N Medium outsider (elemental, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +8

DEFENSE

HP 40
EAC 14; KAC 16
Fort +7; Ref +5; Will +2
Immunities elemental immunities

OFFENSE

Speed 20 ft.
Melee slam +12 (1d6+7 B)

STATISTICS

Str +4; Dex +2; Con +1; Int −3; Wis +0; Cha +0
Skills Acrobatics +8, Athletics +8


Large Elemental (CR 5)

XP 1,600
N Large outsider (elemental, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +11

DEFENSE

HP 70
EAC 17; KAC 19
Fort +9; Ref +7; Will +4; DR 5/—; Immunities elemental immunities

OFFENSE

Speed 20 ft.

Attack slam +15 (1d6+10 B)
Space 10 ft.; Reach 10 ft.

STATISTICS

Str +5; Dex +3; Con +2; Int −3; Wis +0; Cha +0
Skills Acrobatics +11, Athletics +11


Huge Elemental (CR 7)

XP 3,200
N Huge outsider (elemental, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +14

DEFENSE

HP 105
EAC 19; KAC 21
Fort +11; Ref +9; Will +6; DR 5/—; Immunities elemental immunities

OFFENSE

Speed 20 ft.
Melee slam +18 (2d6+12 B)
Space 15 ft.; Reach 15 ft.

STATISTICS

Str +5; Dex +4; Con +2; Int −3; Wis +0; Cha +0
Skills Acrobatics +14, Athletics +14


Greater Elemental (CR 9)

XP 6,400
N Huge outsider (elemental, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +17

DEFENSE

HP 145
EAC 22; KAC 24
Fort +13; Ref +11; Will +8; DR 10/—; Immunities elemental immunities

OFFENSE

Speed 20 ft.

Melee slam +22 (2d10+15 B)
Space 15 ft.; Reach 15 ft.

STATISTICS

Str +6; Dex +4; Con +3; Int −3; Wis +0; Cha +0
Skills Acrobatics +17, Athletics +17


Elder Elemental (CR 11)

XP 12,800
N Huge outsider (elemental, extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +20

DEFENSE

HP 145
EAC 24; KAC 26
Fort +15; Ref +13; Will +10; DR 10/—; Immunities elemental immunities

OFFENSE

Speed 20 ft.

Multiattack slam +24 (4d6+11 B)
Space 15 ft.; Reach 15 ft.

STATISTICS

Str +8; Dex +5; Con +3; Int −3; Wis +0; Cha +0
Skills Acrobatics +20, Athletics +20

Elemental Grafts

The four types of elementals are listed below.

Required Creature Type: Outsider; Required Creature Subtype: Elemental.

Air Elemental Graft

Beings of living wind, air elementals originate from the Elemental Plane of Air.

Traits: Air subtype, supernatural fly speed of 100 feet (perfect); Abilities: Air mastery (see below), whirlwind; Feats: Flyby Attack; Languages: Auran.

Air Mastery (Ex): Airborne creatures take a −1 penalty to attack and damage rolls against an air elemental.

Earth Elemental Graft

Hailing from the Elemental Plane of Earth, earth elementals are ponderous and obstinate.

Traits: Earth subtype, blindsense (vibration) 60 feet, burrow speed of 20 feet; Abilities: Earth glide, earth mastery (see below); Languages: Terran.

Earth Mastery (Ex): An earth elemental gains a +1 bonus to attack and damage rolls if both it and its foe are touching the solid surface of a planet or an asteroid. If an opponent is airborne or waterborne, the elemental takes a −2 penalty to attack and damage rolls. These modifiers apply to initiating or resisting bull rush combat maneuvers.

Fire Elemental Graft

Born of the twisting flames of the Elemental Plane of Fire, fire elementals are nimble and impatient.

Traits: Fire subtype, a +4 bonus to initiative checks, speed increases by 30 feet, immunity to fire and vulnerability to cold; Abilities: Burning strikes (see below); Feats: Mobility; Languages: Ignan.

Burning Strikes (Ex): A fire elemental’s slams deal half fire damage and half bludgeoning damage. In addition, on a critical hit, the fire elemental’s strikes deal an amount of burn damage based on the creature’s CR, as listed in the table below.

CR Burn Damage
1−5 1d4
6−10 2d4
11−15 3d4
16+ 4d4

Water Elemental Graft

Composed of either freshwater or salt water, these elementals hail from the Elemental Plane of Water.

Traits: Water subtype, swim speed of 90 feet; Abilities: Drench (see below), vortex, water mastery (see below); Languages: Aquan.

Drench (Ex): A water elemental’s touch douses Large or smaller nonmagical flames. The outsider can dispel magical fire it touches as per dispel magic (caster level = the elemental’s CR).

Water Mastery (Ex): Waterborne creatures take a −1 penalty to attack and damage rolls against a water elemental.

Section 15: Copyright Notice

Starfinder Alien Archive © 2017, Paizo Inc.; Authors: John Compton, Adam Daigle, Crystal Frasier, Amanda Hamon Kunz, Jason Keeley, Jon Keith, Steve Kenson, Isabelle Lee, Lyz Liddell, Robert G. McCreary, Mark Moreland, Joe Pasini, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, and Josh Vogt.