This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
MONSTERS (E)
Elemental
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating:
Small 1;
Medium 3;
Large 5;
Huge 7;
Greater 9;
Elder 11
Treasure: None
Alignment: Usually neutral
Advancement:
Small 3 HD (Small);
Medium 5-7 HD (Medium- size);
Large 9-15 HD (Large);
Huge 17-20 HD (Huge);
Greater 22-23 HD (Huge);
Elder 25+ HD (Huge)
Air Elemental,
Small Air
Elemental, Medium Air
Elemental, Large
Small Elemental
(Air) Medium-Size
Elemental (Air) Large
Elemental (Air)
Hit Dice: 2d8 (9
hp) 4d8+8 (26
hp) 8d8+24
(60 hp)
Initiative:+7 (+3
Dex, +9 (+5
Dex, +11
(+7 Dex,
+4 Improved
Initiative) +4
Improved Initiative) +4
Improved Initiative)
Speed: Fly 100 ft. (perfect) Fly 100 ft. (perfect) Fly
100 ft. (perfect)
AC: 17 (+1 size, 18 (+5 Dex,
+3 natural) 20 (-1
size, +7 Dex, +4 natural)
+3 Dex, +3
natural)
Attacks: Slam +5
melee Slam +8 melee Slam
+12/+7 melee
Damage: Slam 1d4 Slam 1d6+1 Slam
2d6+3
Face/Reach: 5 ft.
by 5 ft./5 ft. 5 ft. by 5
ft./5 ft. 5
ft. by 5 ft./10 ft.
Special Attacks:
Air mastery, Air mastery,
whirlwind Air
mastery, whirlwind
whirlwind
Special Qualities:
Elemental Elemental Elemental,
damage reduction 10/+1
Saves: Fort +0, Ref +6, Will +0 Fort +3, Ref +9, Will +1 Fort +5, Ref +13, Will +2
Abilities: Str 10, Dex 17, Con 10, Str 12, Dex 21, Con 14, Str 14, Dex 25, Con 16,
Int 4, Wis 11, Cha 11 Int 4, Wis 11, Cha 11 Int 6, Wis 11, Cha
11
Skills: Listen +5, Spot +5 Listen +6, Spot +6 Listen
+10, Spot +10
Feats: Flyby
Attack, Flyby
Attack, Improved Initiative, Dodge,
Flyby Attack, Improved
Improved
Initiative, Weapon
Finesse (slam) Initiative,
Weapon Finesse (slam)
Weapon Finesse
(slam)
Air Elemental,
Huge Air
Elemental, Greater Air
Elemental, Elder
Huge Elemental
(Air) Huge
Elemental (Air) Huge
Elemental (Air)
Hit Dice: 16d8+64
(136) 21d8+84 (178
hp) 24d8+96 (204 hp)
Initiative: +13
(+9 Dex, +14 (+10
Dex, +15
(+11 Dex,
+4 Improved
Initiative) +4
Improved Initiative) +4
Improved Initiative)
Speed: Fly 100 ft. (perfect) Fly 100 ft. (perfect) Fly
100 ft. (perfect)
AC: 21 (-2 size,
+9 Dex, 26 (-2 size,
+10 Dex, +8 natural) 27 (-2 size,
+11 Dex, +8 natural)
+4 natural)
Attacks: Slam +19/+14/+9 melee Slam +23/+18/+13 melee Slam
+27/+22/+17/+12 melee
Damage: Slam 2d8+6 Slam 2d8+7 Slam
2d8+9
Face/Reach: 10 ft.
by 10 ft./15 ft. 10 ft. by 10 ft./15
ft. 10 ft. by
10 ft./15 ft.
Special Attacks: Air mastery, Air
mastery, whirlwind Air
mastery, whirlwind
whirlwind
Special Qualities: Elemental, Elemental,
damage reduction 10/+2 Elemental, damage
reduction 15/+3
damage reduction
10/+2
Saves: Fort +9, Ref +19, Will +5 Fort +11, Ref +22, Will +7 Fort +12, Ref +25, Will +8
Abilities: Str 18,
Dex 29, Con 18, Str 20, Dex 31, Con
18, Str 22, Dex
33, Con 18,
Int 6, Wis 11, Cha 11 Int 6, Wis 11, Cha 11 Int 6, Wis 11, Cha
11
Skills: Listen +14, Spot +14 Listen +19, Spot +19 Listen +22, Spot +22
Feats: Dodge, Flyby Attack, Dodge, Flyby Attack, Improved Combat Reflexes, Dodge, Flyby
Improved Initiative, Initiative,
Mobility, Spring Attack, Attack,
Improved Initiative,
Mobility, Weapon Weapon Finesse (slam) Mobility, Spring Attack,
Weapon
Finesse (slam) Finesse
(slam)
Combat
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Air Elemental
Air Mastery (Ex): Airborne creatures suffer a -1 penalty to attack and damage rolls against an air elemental.
Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
Creatures one or more sizes smaller than the elemental might take damage when caught in the whirlwind (see the following table for details) and may be lifted into the air. An affected creature must succeed at a Reflex save when it comes into contact with the whirlwind or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the listed damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).
Air Elemental Sizes
----- Whirlwind -----
Elemental Height Weight Save DC Damage Height
--------- ------ ------ ------- ------ ------
Small 4 ft. 1 lb. 11 1d4 10-20 ft.
Medium 8 ft. 2 lb. 13 1d6 10-30 ft.
Large 16 ft. 4 lb. 16 2d6 10-40 ft.
Huge 32 ft. 8 lb. 22 2d8 10-50 ft.
Greater 36 ft. 10 lb. 25 2d8 10-60 ft.
Elder 40 ft. 12 lb. 27 2d8 10-60 ft.
Earth Elemental, Small Earth Elemental, Medium Earth Elemental, Large
Small Elemental
(Earth) Medium-Size
Elemental (Earth) Large Elemental
(Earth)
Hit Dice: 2d8+2
(11 hp) 4d8+12 (30
hp) 8d8+32
(68 hp)
Initiative: -1
(Dex) -1 (Dex) -1
(Dex)
Speed: 20 ft. 20
ft. 20
ft.
AC: 17 (+1 size,
-1 Dex, 18 (-1 Dex,
+9 natural) 18
(-1 size, -1 Dex, +10 natural)
+7 natural)
Attacks: Slam +5 melee Slam
+8 melee Slam
+12/+7 melee
Damage: Slam 1d6+4 Slam 1d8+7 Slam
2d8+10
Face/Reach: 5 ft.
by 5 ft./5 ft. 5 ft. by 5
ft./5 ft. 5
ft. by 5 ft./10 ft.
Special Attacks: Earth mastery, Earth mastery, push Earth
mastery, push
push
Special Qualities: Elemental Elemental Elemental,
damage reduction 10/+1
Saves: Fort +4,
Ref -1, Will +0 Fort +7, Ref
+0, Will +1 Fort
+10, Ref +1, Will +2
Abilities: Str 17,
Dex 8, Con 13, Str 21, Dex 8, Con
17, Str 25, Dex
8, Con 19,
Int 4, Wis 11, Cha 11 Int 4, Wis 11, Cha 11 Int 6, Wis 11, Cha
11
Skills: Listen +5, Spot +5 Listen +6, Spot +6 Listen
+10, Spot +10
Feats: Power Attack Power Attack Cleave,
Power Attack
Earth Elemental,
Huge Earth
Elemental, Greater Earth
Elemental, Elder
Huge Elemental
(Earth) Huge
Elemental (Earth) Huge
Elemental (Earth)
Hit Dice: 16d8+80
(152 hp) 21d8+105 (199 hp) 24d8+120 (228
hp)
Initiative: -1
(Dex) -1 (Dex) -1
(Dex)
Speed: 20 ft. 20
ft. 20
ft.
AC: 18 (-2 size,
-1 Dex, 20 (-2
size, -1 Dex, +13 natural) 22
(-2 size, -1 Dex, +15 natural)
+11 natural)
Attacks: Slam +19/+14/+9 melee Slam +23/+18/+13 melee Slam
+27/+22/+17/+12 melee
Damage: Slam
2d10+13 Slam
2d10+15 Slam
2d10+16
Face/Reach: 10 ft.
by 10 ft./15 ft. 10 ft. by 10 ft./15
ft. 10 ft. by
10 ft./15 ft.
Special Attacks: Earth mastery, Earth mastery, push Earth
mastery, push
push
Special Qualities: Elemental, Elemental,
damage reduction 10/+2 Elemental, damage
reduction 15/+3
damage reduction 10/+2
Saves: Fort +15, Ref +4, Will +5 Fort +17, Ref +6, Will +7 Fort +19, Ref +7, Will +8
Abilities: Str 29,
Dex 8, Con 21, Str 31, Dex 8, Con
21, Str 33, Dex
8, Con 21,
Int 6, Wis 11, Cha 11 Int 6, Wis 11, Cha 11 Int 6, Wis 11, Cha
11
Skills: Listen +14, Spot +14 Listen +19, Spot +19 Listen +22, Spot +22
Feats: Cleave, Great Cleave, Cleave, Great Cleave, Power Cleave, Great Cleave, Improved
Power Attack Attack, Sunder Critical
(slam), Power Attack, Sunder
Earth Elemental
Earth elementals speak Terran but rarely choose to do so.
Earth Elemental Sizes
Elemental Height Weight Elemental Height Weight
--------- ------ ------ --------- ------ ------
Small 4 ft. 80 lb. Huge 32 ft. 48,000 lb.
Medium 8 ft. 750 lb. Greater 36 ft. 54,000 lb.
Large 16 ft. 6,000 lb. Elder 40 ft. 60,000 lb.
Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or waterborne, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.)
Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.
Fire Elemental, Small Fire Elemental, Medium Fire Elemental, Large
Small Elemental
(Fire) Medium-Size
Elemental (Fire) Large
Elemental (Fire)
Hit Dice: 2d8 (9
hp) 4d8+8 (26
hp) 8d8+24
(60 hp)
Initiative: +5 (+1
Dex, +7 (+3 Dex,
+9
(+5 Dex,
+4 Improved
Initiative) +4
Improved Initiative) +4
Improved Initiative)
Speed: 50 ft. 50
ft. 50
ft.
AC: 15 (+1 size,
+1 Dex, 16 (+0 size,
+3 Dex, +3 natural) 18 (-1 size,
+5 Dex, +4 natural)
+3 natural)
Attacks: Slam +3 melee Slam
+6 melee Slam
+10/+5 melee
Damage: Slam 1d4
and 1d4 fire Slam 1d6+1 and 1d6
fire Slam 2d6+3 and
2d6 fire
Face/Reach: 5 ft.
by 5 ft./5 ft. 5 ft. by 5
ft./5 ft. 5
ft. by 5 ft./10 ft.
Special Attacks: Burn Burn Burn
Special Qualities: Elemental, Elemental,
fire subtype Elemental,
damage reduction
fire subtype 10/+1,
fire subtype
Saves: Fort +0,
Ref +4, Will +0 Fort +3, Ref +7,
Will +1 Fort +5, Ref
+11, Will +2
Abilities: Str 10,
Dex 13, Con 10, Str 12, Dex 17, Con
14, Str 14, Dex
21, Con 16,
Int 4, Wis 11, Cha 11 Int 4, Wis 11, Cha 11 Int 6, Wis 11, Cha
11
Skills: Listen +5, Spot +5 Listen +6, Spot +6 Listen
+10, Spot +10
Feats: Improved Initiative, Improved Initiative, Dodge,
Improved Initiative,
Weapon Finesse (slam) Weapon Finesse (slam) Weapon Finesse (slam)
Fire Elemental, Huge Fire Elemental, Greater Fire Elemental, Elder
Huge Elemental
(Fire) Huge
Elemental (Fire) Huge
Elemental (Fire)
Hit Dice: 16d8+64
(136 hp) 21d8+84 (178 hp) 24d8+96 (204 hp)
Initiative: +11
(+7 Dex, +12 (+8
Dex, +13
(+9 Dex,
+4 Improved
Initiative) +4
Improved Initiative) +4
Improved Initiative)
Speed: 50 ft. 50
ft. 50
ft.
AC: 19 (-2 size,
+7 Dex, +4 natural)24 (-2 size, +8 Dex, +8 natural) 25 (-2 size, +9 Dex, +8 natural)
Attacks: Slam +17/+12/+7 melee Slam +21/+16/+11 melee Slam
+25/+20/+15/+10 melee
Damage: Slam 2d8+6
and 2d8 fire Slam 2d8+7 and 2d8 fire Slam 2d8+9 and 2d8 fire
Face/Reach: 10 ft.
by 10 ft./15 ft. 10 ft. by 10 ft./15
ft. 10 ft. by
10 ft./15 ft.
Special Attacks: Burn Burn Burn
Special Qualities: Elemental, Elemental, Elemental,
damage reduction
10/+2, damage
reduction 10/+2, damage
reduction 15/+3,
fire subtype fire subtype fire
subtype
Saves: Fort +9, Ref +17, Will +5 Fort +11, Ref +20, Will +7 Fort +12, Ref +23, Will +8
Abilities: Str 18,
Dex 25, Con 18, Str 20, Dex 27, Con
18, Str 22, Dex
29, Con 18,
Int 6, Wis 11, Cha 11 Int 6, Wis 11, Cha 11 Int 6, Wis 11, Cha 11
Skills: Listen +14, Spot +14 Listen +19, Spot +19 Listen +22, Spot +22
Feats: Dodge, Improved Dodge, Improved Initiative, Combat Reflexes, Dodge,
Initiative, Mobility, Mobility,
Spring Attack, Improved
Initiative, Mobility,
Weapon Finesse (slam) Weapon Finesse (slam) Spring Attack, Weapon
Finesse
(slam)
Fire Elemental
Fire elementals speak Ignan, though they rarely choose to do so. When one does, its voice sounds like the crackle and hiss of a great fire.
Fire Elemental Sizes
Elemental Height Weight Burn Save DC
--------- ------ ------ ------------
Small 4 ft. 1 lb. 11
Medium 8 ft. 2 lb. 14
Large 16 ft. 4 lb. 17
Huge 32 ft. 8 lb. 22
Greater 36 ft. 10 lb. 24
Elder 40 ft. 12 lb. 26
Burn (Ex): Those hit by a fire elemental‘s slam attack must succeed at a Reflex save or catch fire. The flame burns for 1d4 rounds. The save DC varies with the elemental’s size. A burning creature can take a move-equivalent action to put out the flame.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch fire unless they succeed at a Reflex save.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Water Elemental, Small Water Elemental, Medium Water Elemental, Large
Small Elemental
(Water) Medium-Size
Elemental (Water) Large Elemental
(Water)
Hit Dice: 2d8+2
(11 hp) 4d8+12 (30
hp) 8d8+32
(68 hp)
Initiative: +0 +1
(Dex) +2
(Dex)
Speed: 20 ft., swim 90 ft. 20 ft., swim 90 ft. 20 ft., swim 90 ft.
AC: 17 (+1 size,
+0 Dex, 19 (+1 Dex,
+8 natural) 20 (-1
size, +2 Dex, +9 natural)
+6 natural)
Attacks: Slam +4 melee Slam
+6 melee Slam
+10/+5 melee
Damage: Slam 1d6+3 Slam 1d8+4 Slam
2d8+7
Face/Reach: 5 ft.
by 5 ft./5 ft. 5 ft. by 5
ft./5 ft. 5
ft. by 5 ft./10 ft.
Special Attacks: Water mastery, Water mastery, drench, vortex Water
mastery, drench, vortex
drench, vortex
Special Qualities: Elemental Elemental Elemental,
damage reduction 10/+1
Saves: Fort +4,
Ref +0, Will +0 Fort +7, Ref +2,
Will +1 Fort +10,
Ref +4, Will +2
Abilities: Str 14,
Dex 10, Con 13, Str 16, Dex 12, Con
17, Str 20, Dex
14, Con 19,
Int 4, Wis 11, Cha 11 Int 4, Wis 11, Cha 11 Int 6, Wis 11, Cha
11
Skills: Listen +5,
Spot +5 Listen +6,
Spot +6 Listen
+10, Spot +10
Feats: Power
Attack Power
Attack Cleave,
Power Attack
Water Elemental,
Huge Water
Elemental, Greater Water
Elemental, Elder
Huge Elemental
(Water) Huge
Elemental (Water) Huge
Elemental (Water)
Hit Dice: 16d8+80
(152 hp) 21d8+105 (199 hp) 24d8+120 (228
hp)
Initiative: +4
(Dex) +5
(Dex) +6
(Dex)
Speed: 20 ft., swim 90 ft. 20 ft., swim 90 ft. 20 ft., swim 90 ft.
AC: 21 (-2 size,
+4 Dex, 22 (-2
size, +5 Dex, +9 natural) 23
(-2 size, +6 Dex, +9 natural)
+9
natural)
Attacks: Slam +17/+12/+7 melee Slam +21/+16/+11 melee Slam
+25/+20/+15/+10 melee
Damage: Slam
2d10+10 Slam
2d10+12 Slam
2d10+13
Face/Reach: 10 ft.
by 10 ft./15 ft. 10 ft. by 10 ft./15
ft. 10 ft. by
10 ft./15 ft.
Special Attacks: Water mastery, Water mastery, drench, vortex Water
mastery, drench, vortex
drench, vortex
Special Qualities: Elemental, Elemental,
damage reduction Elemental,
damage reduction
damage reduction
10/+2 10/+2 15/+3
Saves: Fort +15, Ref +9, Will +5 Fort +17, Ref +12, Will +7 Fort +19, Ref +14, Will +8
Abilities: Str 24,
Dex 18, Con 21, Str 26, Dex 20, Con
21, Str 28, Dex
22, Con 21,
Int 6, Wis 11, Cha 11 Int 6, Wis 11, Cha 11 Int 6, Wis 11, Cha
11
Skills: Listen +14, Spot +14 Listen +19, Spot +19 Listen +22, Spot +22
Feats: Cleave, Great Cleave, Cleave, Great Cleave, Cleave, Great Cleave,
Improved
Power Attack Power
Attack, Sunder Critical
(slam), Power Attack,
Sunder
Water Elemental
Water elementals speak Aquan but rarely choose to do so.
Water Mastery (Ex): A water elemental gains a +1 attack and damage bonus if both it and its opponent touch water. If the opponent or elemental is landbound, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. The elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.
Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the elemental’s HD total.
Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed.
The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
Creatures one or more sizes smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed at a Reflex save when it comes into contact with the vortex or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex’s effects varies with the elemental’s size.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).
Water Elemental Sizes
------- Vortex -------
Elemental Height Weight Save DC Damage Height
--------- ------ ------ ------- ------ ------
Small 4 ft. 34 lb. 13 1d4 10-20 ft.
Medium 8 ft. 280 lb. 15 1d6 10-30 ft.
Large 16 ft. 2,250 lb. 19 2d6 10-40 ft.
Huge 32 ft. 18,000 lb. 25 2d8 10-50 ft.
Greater 36 ft. 21,000 lb. 26 2d8 10-60 ft.
Elder 40 ft. 24,000 lb. 29 2d8 10-60 ft.
Elf
Medium-Size Humanoid (Elf)
Hit Dice: 1d8-1 (3 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 15 (+1 Dex, +3 studded leather, +1 small shield)
Attacks: Longsword +1 melee; or longbow +3 ranged
Damage: Longsword 1d8; or longbow 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Elven traits
Saves: Fort +1, Ref +1, Will +0
Abilities: Str 10, Dex 13, Con 8, Int 11, Wis 11, Cha 11
Skills: Hide +1, Listen +3, Search +3, Spot +2
Feats: Weapon Focus (longbow)
Climate/Terrain: Temperate forest
Half-elf: Any land
Aquatic: Temperate aquatic
Drow: Any underground
Gray: Temperate forest and mountains
Wild: Temperate and warm forest
Wood: Temperate forest
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1
leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1
3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level
captains)
Challenge Rating: 1/2 or 1 (drow)
Treasure: Standard
Alignment: Usually chaotic good
Drow: Usually neutral evil
Wood: Usually neutral
Advancement: By character class
Elves speak Elven, and most also know Common and Sylvan.
Combat
Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead. Their wizards often use sleep spells during combat because these won’t affect other elves.
Elven Traits (Ex): Elves benefit from a number of racial traits.
Proficient with longsword or rapier, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.
Immunity to magic sleep spells and effects.
+2 racial bonus to Will saves against enchantment spells or effects.
Low-Light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, etc.
+2 racial bonus to Search, Spot, and Listen checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.
Subraces
Half-Elves: A half-elf can choose any class as his or her favored class.
Half-Elven Traits (Ex): These are in addition to the basic elf traits, except where noted here.
Racial bonus to Search, Spot, and Listen checks decreases to +1. Half-elves cannot notice secret doors just by being near them.
Aquatic Elves: The typical ability scores for an aquatic elf are Str 10, Dex 13, Con 10, Int 9, Wis 11, Cha 11.
An aquatic elf’s favored class is fighter.
Aquatic Elf Traits (Ex): These are in addition to the basic elf traits, except where noted here.
Swim 40 feet.
Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution.
Low-Light Vision: Aquatic elves can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination.
Drow: Female drow favor the cleric class rather than wizard and have access to two of the following domains: Chaos, Destruction, Evil, and Trickery.
Typical ability scores for males are Str 10, Dex 13, Con 8, Int 13, Wis 11, Cha 9. Typical scores for females are Str 10, Dex 13, Con 8, Int 13, Wis 11, Cha 13.
Drow usually coat their arrows with a potent venom: Poisoned Arrows: Fortitude save (DC 17) or fall unconscious. After 1 minute, the subject must succeed at another Fortitude save (DC 17) or remain unconscious for 2d4 hours.
Drow Traits (Ex): These are in addition to the basic elf traits, except where noted here. Drow do not get the usual elven weapon proficiencies.
Spell resistance 11 + class level.
+2 racial bonus to Will saves against spells and spell-like abilities.
Spell-Like Abilities: 1/day-dancing lights, darkness, and faerie fire. These abilities are as the spells cast by a sorcerer of the drow’s character level.
Darkvision up to 120 feet. This replaces elven low-light vision.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. In addition, they suffer a -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.
Gray Elves: Typical ability scores are Str 8, Dex 13, Con 8, Int 13, Wis 10, Cha 11.
Wild Elves: Typical ability scores are Str 10, Dex 13, Con 10, Int 9, Wis 10, Cha 11.
Wood Elves: Typical ability scores are Str 12, Dex 13, Con 8, Int 9, Wis 11, Cha 9.
Elf Characters
An elf’s favored class is wizard.
Ethereal Filcher
Medium-Size Aberration
Hit Dice: 5d8 (22 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 17 (+4 Dex, +3 natural)
Attacks: Bite +3 melee
Damage: Bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Ethereal jaunt, detect magic
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 10, Dex 18, Con 11, Int 7, Wis 12, Cha 10
Skills: Listen +8, Pick Pocket +12, Spot +8
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 3
Treasure: No coins; standard goods; double items
Alignment: Usually neutral
Advancement: 6-7 HD (Medium-size); 8-15 HD (Large)
Ethereal filchers do not speak.
Combat
An ethereal filcher lurks on the Ethereal Plane waiting for a likely mark. Upon locating one, it shifts to the Material Plane, attempting to catch its victim unawares. The creature attempts to snatch an item, then retreats quickly back to the Ethereal. It is not above delivering a bite to distract its target.
Ethereal Jaunt (Su): An ethereal filcher can shift from the Ethereal to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material. The ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer.
Detect Magic (Su): Ethereal filchers continuously detect magic as the spell cast by a 5th-level sorcerer. A filcher can suppress or restart the ability once per round as a free action.
Ethereal Marauder
Medium-Size Magical Beast
Hit Dice: 2d10 (11 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 14 (+1 Dex, +3 natural)
Attacks: Bite +4
Damage: Bite 1d6+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Ethereal jaunt
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 14, Dex 12, Con 11, Int_7, Wis 12, Cha 10
Skills: Listen +6, Move Silently +6, Spot_+6
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)
Combat
Once a marauder locates prey, it shifts to the Material Plane to attack, attempting to catch its victim flat-footed. The creature bites its victim, then retreats quickly back to the Ethereal Plane. When badly hurt or wounded, the marauder escapes to its home plane rather than continue the fight.
Ethereal Jaunt (Su): An ethereal marauder can shift from the Ethereal to the Material Plane as a free action, and shift back again as a move-equivalent action (or as part of a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer.
Ettercap
Medium-Size Aberration
Hit Dice: 5d8+5 (27 hp)
Initiative: +3 (Dex)
Speed: 30 ft., climb 30 ft.
AC: 14 (+3 Dex, +1 natural)
Attacks: Bite +3 melee, 2 claws +1 melee
Damage: Bite 1d8 and poison, claws 1d3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Web, poison
Special Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +6
Abilities: Str 10, Dex 17, Con 13, Int 6, Wis 15, Cha 8
Skills: Climb +8, Craft (any one) +2, Hide +3*, Listen +10, Spot +10*
Feats: Multiattack
Climate/Terrain: Temperate and warm forests
Organization: Solitary, pair, or troupe (1-2 plus 2-4 Medium-size monstrous
spiders)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 6-7 HD (Medium-size); 8-15 HD (Large)
Ettercaps speak Common.
Combat
Ettercaps are not brave creatures, but their cunning traps often ensure that the enemy never draws a weapon. When an ettercap does engage its enemies, it attacks with its keen-edged claws and venomous bite.
Web (Ex): An ettercap can cast a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium-size (see page 102 in the Player’s Handbook for details on net attacks). The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check (DC 20) or burst the web with a successful Strength check (DC 26). The web has 6 hit points and takes double damage from fire. Ettercaps can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed at a Spot check (DC 20) to notice a web or stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points and takes double damage from fire. An ettercap can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.
Poison (Ex): Bite, Fortitude save (DC 13); initial damage 1d6 temporary Dexterity, secondary damage 2d6 temporary Dexterity.
Skills: *Ettercaps in shadow receive a +4 racial bonus to Hide and Spot checks.
Ettin
Large Giant
Hit Dice: 10d8+20 (65 hp)
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: 30 ft. (hide armor); base 40 ft.
AC: 18 (-1 size, -1 Dex, +7 natural, +3 hide)
Attacks: 2 greatclubs +12/+7 melee; or 2 longspears +5/+0 ranged
Damage: Greatclub 1d10+6; longspear 1d8+6
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Superior two-weapon fighting
Special Qualities: Darkvision 90 ft.
Saves: Fort +9, Ref +2, Will +3
Abilities: Str 23, Dex 8, Con 15, Int 6, _Wis 10, Cha_11
Skills: Listen +10, Search +0, Spot +10
Feats: Alertness, Improved Initiative, Power Attack
Climate/Terrain: Cold and temperate hill,
mountains, and underground
Organization: Solitary, gang (2-4), troupe (1-2 plus 1-2 brown bears), _band
(3-5 plus 1-2 brown bears), or colony _(3-5 plus 1-2 brown bears and 7-12 orcs
or _9-16 goblins)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Ettins have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed at an Intelligence check (DC 15) to communicate with an ettin. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 10, and for someone who speaks all three, the DC is 5.
Combat
Superior Two-Weapon Fighting (Ex): An ettin fights with a club or spear in each hand. Because each of its two heads controls an arm, the ettin does not suffer an attack or damage penalty for attacking with two weapons.
Skills: An ettin’s two heads give it a +2 racial bonus to Listen, Spot, and Search checks.