Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 6

Half-Elemental

Half-elementals are the issue of mortals and elemental beings such as genies, or else
created by the magical infusion of elemental power into a mortal at birth. Usually raised
among their mortal kin, some half-elementals are shunned and others prized, but all are
marked for greatness. The primal forces that pulse through their veins imbue them with
great strength and power over the elements.

Half-elementals always clearly display their birthright in their appearance. Air half-
elementals have unnaturally pale skin and hair that seems to blow about even in still air.
Earth half-elementals seem carved from living stone, with bits of crystal embedded in
their flesh. Fire half-elementals have bright red skin, and may even burst into flame in
fits of emotion. Water half-elementals have deep blue-green skin and hair that flows as
if underwater. Half-elementals may also sometimes display traits of their specific
parentage, such as horns on the child of an efreet or small claws and pointed facial
features on a half-mephit.

The so-called “genie-kin” - ifrits, oreads, sylphs, and undines - can all trace their
descent from half-elemental sires, their elemental affinity more watered down with
mortal blood.

CREATING A HALF-ELEMENTAL
"Half-elemental" is an inherited template that can be added to any living, corporeal
creature with an Inteligence score of 4 or more (referred to hereafter as the base
creature). A half-elemental uses the base creature’s stats and abilities except as noted
here.
When creating a half-elemental, choose one elemental affinity from among the
following: air, earth, fire, or water.

Challenge Rating: HD 5 or less, as base creature +1; HD 6-10, as base creature +2; HD
11 or more, as base creature +3.
Type: The creature’s type changes to outsider (native). Do not recalculate HD, BAB, or
saves.
Senses: A half-elemental gains darkvision 60 ft.
__________________________________
Armor Class: Natural armor improves by +1 (+3 for earth half-elementals).
Defensive Abilities: A half-elemental gains immunity to disease; +4 racial bonus on
saves vs. poison; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and
SR equal to CR +11 (maximum 35). In addition, it gains immunity to spells, effects, and
energy damage and based on its elemental affinity:
Element Immunity
Air Air, electricity
Earth Acid, earth
Fire Fire
Water Cold, water
__________________________________
Special Attacks: A half-elemental gains the following.
Elemental Strike (Su): Once per day, a half-elemental can deal extra energy damage
equal to its HD (maximum of +20) with a melee attack. The energy damage is
dependent on its elemental affinity: electricity for air, acid for earth, fire for fire, or cold
for cold.
Spell-Like Abilities: A half-elemental with an Intelligence or Wisdom score of 8 or
higher has a cumulative number of spell-like abilities depending on its elemental
affinity and Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster
level equals the creature’s HD (or the caster level of the base creature’s spell-like
abilities, whichever is higher.
Air
HD Abilities
1-2 Obscuring mist
3-4 Wind wall
5-6 Gaseous form
7-8 Air walk
9-10 Control winds
11-12 Chain lightning
13-14 Control weather
15-16 Whirlwind
17-18 Elemental swarm (air only)
19+ Plane shift
Earth
HD Abilities
1-2 Magic stone
3-4 Soften earth and stone
5-6 Stone shape
7-8 Spike stones
9-10 Wall of stone
11-12 Stoneskin
13-14 Earthquake
15-16 Iron body
17-18 Elemental swarm (earth only)
19+ Plane shift
Fire
HD Abilities
1-2 Burning hands
3-4 Produce flame
5-6 Flaming sphere
7-8 Wall of fire
9-10 Fire shield
11-12 Fire seeds
13-14 Firestorm
15-16 Incendiary cloud
17-18 Elemental swarm (fire only)
19+ Plane shift
Water
HD Abilities
1-2 Hydraulic push
3-4 Fog cloud
5-6 Aqueous orb
7-8 Control water
9-10 Geyser
11-12 Fluid form
13-14 Vortex
15-16 Horrid wilting
17-18 Elemental swarm (water only)
19+ Plane shift
__________________________________
Ability Scores: A half-elemental’s ability scores are modified according to its
elemental affinity.
Air: Str +2, Dex +4, Con +2, Int +4, Wis +2, Cha +4.
Earth: Str +4, Dex +0, Con +4, Int +2, Wis +4, Cha +2.
Fire: Str +2, Dex +4, Con +2, Int +4, Wis +2, Cha +4
Water: Str +4, Dex +4, Con +2, Int +2, Wis +4, Cha +2.
Skills: A half-elemental with racial Hit Dice has skill points per racial Hit Die equal to
6 + its Intelligence modifier.

AIR HALF-ELEMENTAL GIANT EAGLE


CR: 4
XP: 1,200
NG Large outsider (native)
Init: +5; Senses: Darkvision 60 ft., low-light vision; Perception +16
__________________________________
AC: 18, touch 14, flat-footed 13 (+5 Dex, +4 natural, -1 size)
hp: 30 (4 HD)
Fort +6 (+10 vs. poison), Ref +9, Will +4
Defensive Abilities: Evasion; DR 5/magic; Immune: Air spells and effects, disease,
electricity; SR 15
__________________________________
Speed: 10 ft., fly 80 ft. (average)
Melee: 2 claws +8 (1d8+5), bite +8 (1d6+5)
Space: 10 ft.; Reach: 5 ft.
Special Attacks: Elemental strike (+4 electricity)
Spell-Like Abilities (CL 4th, concentration +6):
1/day - Obscuring mist, wind wall (DC 15)
__________________________________
Str 20, Dex 21, Con 14, Int 14, Wis 17, Cha 15
Base Atk: +4; CMB: +12; CMD: 25
Feats: Alertness, Flyby Attack
Skills: Acrobatics +9, Fly +10, Intimidate +9, Knowledge (geography, nature) +9,
Perception +16, Sense Motive +12, Survival +10; Racial Modifiers: +4 Perception
Languages: Auran (can’t speak)
__________________________________
Environment: Temperate mountains
Organization: Solitary, pair, or eyrie (3-12)
Treasure: None

EARTH HALF-ELEMENTAL MINOTAUR


CR: 6
XP: 2,400
NE Large outsider (native)
Init: +0; Senses: Darkvision 60 ft.; Perception +15
__________________________________
AC: 17, touch 9, flat-footed 17 (+8 natural, -1 size)
hp: 57 (6 HD)
Fort +8 (+12 vs. poison), Ref +5, Will +7
Defensive Abilities: Natural cunning; DR 5/magic; Immune: Acid, earth spells and
effects, disease; SR 17
__________________________________
Speed: 30 ft.
Melee: Greataxe +11/+6 (3d6+9/x3), gore +6 (1d6+3)
Space: 10 ft.; Reach: 10 ft.
Special Attacks: Elemental strike (+6 acid), powerful charge (gore +13, 2d6+9)
Spell-Like Abilities (CL 6th, concentration +6):
1/day - Magic stone, soften earth and stone (DC 12), stone shape
__________________________________
Str 23, Dex 10, Con 19, Int 9, Wis 14, Cha 10
Base Atk: +6; CMB: +13; CMD: 23
Feats: Great Fortitude, Improved Bull Rush, Power Attack
Skills: Intimidate +9, Knowledge (dungeoneering) +8, Perception +15, Stealth +5,
Survival +15; Racial Modifiers: +4 Perception, +4 Survival
Languages: Giant
__________________________________
Environment: Temperate ruins or underground
Organization: Solitary, pair, or gang (3-4)
Treasure: Standard

FIRE HALF-ELEMENTAL SORCERER


CR: 8
XP: 4,800
Fire half-elemental human sorcerer 7
N Medium outsider (native)
Init: +3; Senses: Darkvision 60 ft.; Perception +8
__________________________________
AC: 17, touch 15, flat-footed 13 (+1 deflection, +3 Dex, +1 dodge, +2 natural)
hp: 67 (7 HD)
Fort +4 (+8 vs. poison), Ref +5, Will +8
DR 5/magic; Immune: Disease, fire; SR 19
__________________________________
Speed: 30 ft.
Melee: Mwk quarterstaff +8 (1d6+6)
Ranged: Mwk heavy crossbow +7 (1d10/19-20)
Special Attacks: Elemental strike (+7 fire)
Combat Gear: 10 crossbow bolts, potion of cure moderate wounds, scroll of fly (2)
Spell-Like Abilities (CL 7th, concentration +12, +7 melee touch, +6 ranged touch):
6/day - Elemental ray (1d6+5 fire)
1/day - Burning hands (DC 17), flaming sphere (DC 18), produce flame, wall of fire
Sorcerer Spells Known (CL 7th, concentration +12, +6 ranged touch):
3rd (5/day) - Fireball (DC 19), haste, protection from energy
2nd (7/day) - Blur, false life, glitterdust (DC 17), scorching ray
1st (7/day) - Burning hands (DC 17), mage armor, magic missile, magic weapon, ray of
enfeeblement (DC 16), shield
0 (at will) - Bleed (DC 15), dancing lights, detect magic, flare (DC 16), light, ray of
frost (fire), read magic
Bloodline: Elemental (fire)
__________________________________
Str 18, Dex 16, Con 15, Int 12, Wis 12, Cha 20
Base Atk: +3; CMB: +7; CMD: 21
Feats: Combat Casting, Dodge, Eschew Materials, Iron Will, Power Attack, Spell
Focus (evocation), Toughness
Skills: Intimidate +12, Knowledge (arcana) +10, Linguistics +2, Perception +8,
Spellcraft +11
Languages: Common, Ignan
SQ: Bloodline arcana (change energy damage spells to fire)
__________________________________
Environment: Any
Organization: Solitary
Treasure: NPC gear (amulet of natural armor +1, ring of protection +1)

WATER HALF-ELEMENTAL BLACK DRAGON


CR: 14
XP: 38,400
CE Large outsider (native, water)
Init: +7; Senses: Dragon senses; Perception +28
Aura: Frightful presence (180 ft., DC 20)
__________________________________
AC: 31, touch 12, flat-footed 28 (+3 Dex, +19 natural, -1 size)
hp: 175 (14 HD)
Fort +15 (+19 vs. poison), Ref +12, Will +14
DR 10/magic; Immune: Acid, cold, disease, paralysis, sleep, water spells and effects;
SR 25
__________________________________
Speed: 60 ft., fly 200 ft. (poor), swim 60 ft.
Melee: Bite +23 (2d6+13), 2 claws +22 (1d8+9), 2 wings +17 (1d6+4), tail +17
(1d8+13)
Space: 10 ft.; Reach: 5 ft. (10 ft. with bite)
Special Attacks: Breath weapon (80 ft. line, DC 23, 12d6 acid), corrupt water,
elemental strike (+14 cold)
Spell-Like Abilities (CL 14th, concentration +17):
Constant - Speak with reptiles
At will - Darkness (60 ft. radius)
1/day - Aqueous orb (DC 16), control water, fluid form, fog cloud, geyser (DC 18),
hydraulic push (CMB +19)
Spells Known (CL 3rd, concentration +6):
1st (6/day) - Alarm, mage armor, obscuring mist
0 (at will) - Dancing lights, detect magic, mending, message, read magic
__________________________________
Str 29, Dex 16, Con 23, Int 16, Wis 21, Cha 16
Base Atk: +14; CMB: +26; CMD: 37 (41 vs. trip)
Feats: Improved Initiative, Improved Vital Strike, Power Attack, Skill Focus
(Perception, Stealth), Vital Strike, Weapon Focus (bite)
Skills: Fly +14, Handle Animal +17, Intimidate +20, Knowledge (arcana, planes) +20,
Perception +28, Spellcraft +20, Stealth +22, Swim +26
Languages: Aquan, Common, Draconic
SQ: Swamp stride, water breathing
__________________________________
Environment: Warm marshes
Organization: Solitary
Treasure: Triple

(The elemental answer to the half-celestial and half-fiend templates. I’m actually
surprised Paizo hasn’t come out with their own version of the half-elemental. Maybe in
time.)

You might also like