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: 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

SizeStrDexConMinimum HDSlamBiteClawGore
Colossal 44-45 6-7 28-29 32d8 4d6 4d6 2d8 2d6
Gargantuan 36-37 6-7 24-25 16d8 2d8 2d8 2d6 1d8
Huge 28-29 6-7 20-21 8d8 2d6 2d6 2d4 1d6
Large 20-21 8-9 16-17 4d8 1d8 1d8 1d6 1d4
Medium-size 12-13 10-11 12-13 2d8 1d6 1d6 1d4 1d3
Small 8-9 12-13 10-11 1d8 1d4 1d4 1d3 1d2
Tiny 6-7 14-15 10-11 1/2 d8 1d3 1d3 1d2 1
Diminutive 4-5 16-17 10-11 1/4 d8 1d2 1d2 1 -
Fine 4-5 18-19 10-11 1/8 d8 1 1 - -