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Elemental Grafts

The four types of elementals are listed below.

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


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.


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.


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


Source SF13

Made of frozen water, ice elementals form in the borderlands between the Elemental Planes of Air and Water.

Required Creature Type: Outsider (elemental, extraplanar).

Traits: Air subtype, cold subtype, water subtype, sense through (vision [fog and precipitation only]) 60 ft.; immunity to cold, vulnerability to fire, burrow (ice and snow only) speed of 20 feet, swim speed of 60 feet, ice glide (see below), icewalking (see below), numbing cold (see below) .

Languages: Aquan.

AbilitiesIce Glide (Su): As the earth glide special ability, except an ice elemental can pass through only nonmagical ice and snow.

Icewalking (Ex): An ice elemental can move across icy surfaces without penalty and doesn’t need to attempt Acrobatics checks to run or charge on ice. In addition, an ice elemental can climb icy surfaces as if under the effects of spider climb.

Numbing Cold (Ex): An ice elemental’s slam has the staggered critical hit effect.


Source SF13

Beings of thunderstorms, lightning elementals are aggressive, smell of ozone, and are attracted to metal.

Required Creature Type: Outsider (elemental, extraplanar).

Traits: Air subtype, immunity to electricity, supernatural fly speed of 100 feet (perfect), jolting surge (see below), lightning strikes (see below), power siphon (see below).

Feats: Improved Initiative, Flyby Attack.

Languages: Auran.

AbilitiesJolting Surge (Sp): Once per day, a lightning elemental can cast jolting surge as a spell-like ability.

Lightning Strikes (Ex): A lightning elemental’s slams deal half electricity damage and half bludgeoning damage.

Power Siphon (Ex): Whenever a lightning elemental scores a critical hit against a technological construct or a creature wearing or wielding technological gear, the elemental siphons power and recharges its jolting surge ability immediately.


Source SF13

Magma elementals are fiery stone creatures that look like cooling lava, containing a red-hot heart.

Required Creature Type: Outsider (elemental, extraplanar).

Traits: Earth subtype, fire subtype, immunity to fire, vulnerability to cold, burrow 20 feet, burning strikes, lava burst (see below), earth glide.

Languages: Ignan.

AbilitiesLava Burst (Ex): Once per day as a full action, a magma elemental can discharge a pool of lava that covers its space and spaces within its reach to a depth of 3 inches. Covered spaces are difficult terrain, and creatures that move through a space or that occupy a space at the time of the burst take fire damage and gain the burning condition. The fire damage equals that of the elemental’s slam and the condition deals the same amount as the elemental’s burning strikes ability. An affected creature can attempt a Reflex save to halve the damage and negate the burning condition. The lava cools after a number of rounds equal to the elemental’s CR, causing the spaces to revert to normal terrain. At the GM’s discretion, this lava can start fires.


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.