Elemental
An elemental is a being composed of one of the four classical elements: air, earth, fire, or water. See Table: Elementals for physical ability scores, recommended minimum Hit Dice, and damage based on size.
Hit Die: d8.
Base Attack Bonus: 3/4 of total Hit Dice (see Table 82: Creature Saves and Base Attack Bonuses).
Good Saving Throws: Varies by element: Fortitude (earth, water) or Reflex (air, fire).
Skill Points: 2 x Int score, plus 2 points per Hit Dice beyond 1 HD.
Feats: Int modifier (minimum 0), plus 1 feat per 4 Hit Dice beyond 1 HD.
Elementals share the following additional traits.
Weapon and Armor Proficiency: Elementals are proficient with their natural weapons only. They are not proficient with armor.
Darkvision (Ex): Most elementals have darkvision with a range of 60 feet.
Immunities: Elementals are immune to poison, sleep, paralysis, and stunning. They are not subject to critical hits, flanking, or the effects of massive damage.
Special: Elementals cannot be raised from the dead.
| Table: Elementals | ||||||||
|---|---|---|---|---|---|---|---|---|
| Size | Str | Dex | Con | Minimum HD | Slam | Bite | Claw | Gore |
| Colossal | 4445 | 67 | 2829 | 32d8 | 4d6 | 4d6 | 2d8 | 2d6 |
| Gargantuan | 3637 | 67 | 2425 | 16d8 | 2d8 | 2d8 | 2d6 | 1d8 |
| Huge | 2829 | 67 | 2021 | 8d8 | 2d6 | 2d6 | 2d4 | 1d6 |
| Large | 2021 | 89 | 1617 | 4d8 | 1d8 | 1d8 | 1d6 | 1d4 |
| Medium-size | 1213 | 1011 | 1213 | 2d8 | 1d6 | 1d6 | 1d4 | 1d3 |
| Small | 89 | 1213 | 1011 | 1d8 | 1d4 | 1d4 | 1d3 | 1d2 |
| Tiny | 67 | 1415 | 1011 | 1/2 d8 | 1d3 | 1d3 | 1d2 | 1 |
| Diminutive | 45 | 1617 | 1011 | 1/4 d8 | 1d2 | 1d2 | 1 | |
| Fine | 45 | 1819 | 1011 | 1/8 d8 | 1 | 1 | | |
