Half-Elemental Creature (CR +Varies)

Elementals are unlike other creatures that live on planes beyond the mortal coil. They are not motivated by the good and evil ethos of outsiders, nor do they have any desire to rule over the mortal world as do many creatures from the ethereal or astral. For most living beings, the needs and wants of an elemental are totally hidden. Only the most powerful of creatures, including dragons, giants, druids, sorcerers and a few clerics, ever manage to get to know an elemental well enough to understand how to befriend it. Normally, such alliances are purely practical matters of mutual interests.

On rare occasions, however, mortals and elementals decide to join forces in a more literal way. Just how this is accomplished is unknown, and each such union is likely a unique event that cannot be duplicated. The result of such efforts is a gestalt creature that is both elemental and mortal. These beings are often honored as heroes, saints, and even demigods. It is not unusual for them to take mates from among the communities that revere them, producing offspring that have pure elemental energy flowing through their veins, but are natives of the mortal world.

It is these second-generation creatures that are known as half-elementals. Children of beings that have partially transcended living flesh, half-elementals have just enough elemental energy in them to be set apart from other creatures. Their mixed heritage is obvious at a glance. Half-elementals of air are constantly caressed by a slight breeze, and are thinner and more lithe than others of their blood, with white and silver coloration. Half-elementals of earth have brown or grey skin, with sharp, angular features that seem chiseled from stone. Those of fire have gold, bronze and red coloring with flashing amber eyes and occasionally fire instead of hair or fur. Half-elementals of water trend towards either small frames that conceal surprising strength or surprisingly agile, yet full-bodied forms, with deep blue, white, and purple coloration.

Each of the four kinds of half-elementals has its own abilities and limitations. Four separate templates are presented below to represent these four linked breeds.


CREATING A HALF-AIR ELEMENTAL

“Half-elemental (air)” is a template that can be added to any corporeal creature (hereafter referred to as the “base creature”). It uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: HD 5 or less, as base creature + 2, HD 6 to 13, as base creature + 3; HD 14+, as base creature + 4.

Armor Class: A half-air elemental’s natural armor bonus increases by 2.

Special Qualities and Defenses: A half-air elemental retains all the qualities of the base creature while gaining the following:

  • Air Mastery (Ex): A half-air elemental is always aided in small ways by the natural ebbs and flows of air around them. Airborne creatures suffer a -1 penalty to attack and damage rolls against a half-air elemental.
  • Resilience (Ex): Half-air elementals gain a +4 racial bonus to poison, sleep, paralysis and stunning. Half-elementals also have a 25% chance to negate any critical hit or sneak attack, taking normal damage from such a hit.
  • Speed: Gain a natural fly speed of 30 feet with perfect maneuverability. If the creature already has a faster fly speed, increase maneuverability to perfect. Lose any natural burrow or swim speed.
  • Spell-like Abilities: A half-elemental with at least 8 Wisdom or Charisma has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, each spell-like ability is usable 1/day. The caster level of these spell-like abilities equals the half-elemental’s HD or the caster level of the base creature’s spell-like abilities, whichever is higher.
HD Abilities
1-3 obscuring mist
4-5 wind wall
6-8 gaseous form
9-10 air walk
11-13 control winds
14-15 chain lightning
16-18 control weather
19+ whirlwind

Abilities: Increase from the base creature as follows: Dexterity +4 and Constitution +2.

Feats: Half-air elementals gain Flyby Attack as a bonus feat.


CREATING A HALF-EARTH ELEMENTAL

“Half-elemental (earth)” is a template that can be added to any corporeal creature (hereafter referred to as the “base creature”). It uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: HD 5 or less, as base creature + 2, HD 6 to 13, as base creature + 3; HD 14+, as base creature + 4.

Armor Class: A half-earth elemental’s natural armor bonus increases by 4.

Special Qualities and Defenses: A half-earth elemental retains all the special qualities and defenses of the base creature and gains those listed below.

  • Earth Mastery (Ex): A half-earth elemental gains a +1 bonus on attack and damage rolls as well as CMB and CMD if both it and its foe touch the ground. If an opponent is airborne or waterborne, the half-elemental suffers a -4 penalty to attack and damage rolls. (These are not included in the sample.)
  • Resilience (Ex): Half-earth elementals gain a +4 racial bonus to poison, sleep, paralysis and stunning. Half-elementals also have a 25% chance to negate any critical hit or sneak attack, taking normal damage from such a hit.
  • Speed: Gain a natural burrow speed equal to their land speed.
  • Spell-like Abilities: A half-elemental with at least 8 Wisdom or Charisma has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, each spell-like ability is usable 1/day. The caster level of these spell-like abilities equals the half-elemental’s HD or the caster level of the base creature’s spell-like abilities, whichever is higher. They also gain the push special attack.
HD Abilities
1-3 magic stone
4-5 soften earth and stone
6-8 stone shape
9-10 spike stone
11-13 wall of stone
14-15 stoneskin
16-18 earthquake
19+ ironbody
  • Push (Ex): A half-earth elemental can start a bullrush without provoking an attack of opportunity.

Abilities: Increase from the base creature as follows: Strength +4 and Constitution +2.

Feats: Half-earth elementals gain Power Attack as a bonus feat.


CREATING A HALF-FIRE ELEMENTAL

“Half-fire elemental” is a template that can be added to any corporeal creature (hereafter referred to as the “base creature”). It uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: HD 5 or less, as base creature + 2, HD 6 to 13, as base creature + 3; HD 14+, as base creature + 4.

Armor Class: A half-fire elemental’s natural armor bonus increases by 1.

Special Qualities and Defenses: A half-fire elemental retains all the special qualities and defenses of the base creature and gains those listed below.

  • Fire subtype (Ex): A half-fire elemental gains the fire subtype.
  • Resilience (Ex): Half-fire elementals gain a +4 racial bonus to poison, sleep, paralysis and stunning. Half-elementals also have a 25% chance to negate any critical hit or sneak attack, taking normal damage from such a hit.
  • Speed: Gain a ground speed of 50 feet. If already have a ground speed of 50 feet, increase speed by a further 10 feet for every 50 feet. Lose any swim rate.
  • Spell-like Abilities: A half-elemental with at least 8 Wisdom or Charisma has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, each spell-like ability is usable 1/day. The caster level of these spell-like abilities equals the half-elemental’s HD or the caster level of the base creature’s spell-like abilities, whichever is higher. They also gain the fire touch special attack.
HD Abilities
1-3 burning hands
4-5 produce flame
6-8 fireball
9-10 wall of fire
11-13 fire shield
14-15 fire seeds
16-18 fire storm
19+ incendiary cloud
  • Fire Touch (Su): A half-fire elemental deals an additional 1d6 fire damage with any melee attack.

Abilities: Increase from the base creature as follows: Dexterity +4 and Constitution +2.

Feats: Half-fire elementals gain Improved Initiative as a bonus feat.


CREATING A HALF-WATER ELEMENTAL

“Half-elemental (water)” is a template that can be added to any corporeal creature (hereafter referred to as the “base creature”). It uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: HD 5 or less, as base creature + 2, HD 6 to 13, as base creature + 3; HD 14+, as base creature + 4.

Armor Class: A half-water elemental’s natural armor bonus increases by 4.

Special Qualities and Defenses: A half-water elemental retains all the special qualities and defenses of the base creature and gains those listed below.

  • Water Mastery (Ex): A half-water elemental is always aided in small ways by the natural ebbs and flows of water. If both the half-elemental and it’s opponent are in water, the half-elemental gains a +1 bonus to all melee attack and damage rolls, as well as CMB and CMD. Additionally, the half-elemental gains a +1 bonus to AC whenever it is in water.
  • Fire Evasion (Ex): A half-water elemental gains the evasion ability, usable even in heavy armor, but only against spells with the fire descriptor.
  • Resilience (Ex): Half-water elementals gain a +4 racial bonus to poison, sleep, paralysis and stunning. Half-elementals also have a 25% chance to negate any critical hit or sneak attack, taking normal damage from such a hit.
  • Speed: Gain a swim speed of 40 feet.
  • Spell-like Abilities: A half-elemental with at least 8 Wisdom or Charisma has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, each spell-like ability is usable 1/day. The caster level of these spell-like abilities equals the half-elemental’s HD or the caster level of the base creature’s spell-like abilities, whichever is higher. They also gain the drench special attack.
HD Abilities
1-3 obscuring mist
4-5 fog cloud
6-8 water breathing
9-10 control water
11-13 icestorm
14-15 cone of cold
16-18 acid fog
19+ horrid wilting
  • Drench (Ex): A half-water elemental can extinguish mundane fires of up to bonfire size with a touch. The half-elemental’s touch affects magical fires as if casting greater dispel magic as a sorcerer of the half-elemental’s level or hit dice.

Abilities: Increase from the base creature as follows: Strength +2, Dexterity +2, and Constitution +2.

Feats: Half-water elementals gain Cleave as a bonus feat.

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