PnP Elementals
by aVENGER

Table of Contents

Component summary

This component brings all elementals in the game closer to their PnP counterparts. Legitimately missing abilities are restored and spuriously granted benefits are removed. For this purpose, the AD&D Monstrous Manual and the Monstrous Compendium were used as reference. The creatures' AI has been improved as well, and it now allows them to act in accordance to the behavior described in the source books. In effect, these changes may slightly increase the difficulty of dealing with elementals.

Elementals by type

Elementals are sentient beings that can possess bodies made of one of the four basic elements that make up the Prime Material plane - air, earth, fire, or water. They normally reside on an elemental Inner Plane and will only be encountered on the Prime Material plane if they are summoned by magical means.

Elemental Kin

Aerial Servant
Ability Scores: STR 23, DEX 20, CON 16, INT 4, WIS 6, CHA 5
Alignment: True Neutral
Base Armor Class: 3
Movement: Fl 24 (A)
Hit Dice: 16 (128 hp)
Base THAC0: 5
Attacks per Round: 1
Base Damage: 8d4 crushing (enchantment level +4)
On-hit effects: Grab
Special Defenses: Elemental Traits; Extraplanar Traits; Hover; Natural Invisibility; immune to non-magical weapons
Resistances: None
Saving Throws: 4/6/5/4/7
XP Value: 9,000
Special abilities: None
Fire Salamander
Ability Scores: STR 16, DEX 12, CON 14, INT 14, WIS 13, CHA 13
Alignment: Chaotic Evil
Base Armor Class: 3
Movement: 9
Hit Dice: 7+7 (63 hp)
Base THAC0: 13
Attacks per Round: 2
Base Damage (Spear): 1d6 piercing, + 1d6 fire (enchantment level +2)
Base Damage (Tail): 2d6 crushing + 1d6 fire (enchantment level +2)
On-hit effects (Spear): None
On-hit effects (Tail): Grab
Special Defenses: Extraplanar Traits; immune to non-magical weapons; unaffected by sleep, hold and charm
Resistances: Fire 100%, Cold -50%
Saving Throws: 10/12/11/12/13
XP Value: 2,000
Special abilities: None
Frost Salamander
Ability Scores: STR 17, DEX 14, CON 12, INT 7, WIS 6, CHA 7
Alignment: Chaotic Evil
Base Armor Class: 3
Movement: 12
Hit Dice: 12 (96 hp)
Base THAC0: 9
Attacks per Round: 5
Base Damage (Claw): 1d4 slashing + 1d2 cold (enchantment level +3)
Base Damage (Bite): 2d4 piercing + 1d4 cold (enchantment level +3)
On-hit effects (Claw): None
On-hit effects (Bite): None
Special Defenses: Extraplanar Traits; Cold Aura (1d8, 20 feet); immune to non-magical weapons
Resistances: Fire -50%, Cold 100%
Saving Throws: 7/9/8/8/10
XP Value: 9,000
Special abilities: None
Invisible Stalker
Ability Scores: STR 16, DEX 17, CON 14, INT 14, WIS 14, CHA 11
Alignment: True Neutral
Base Armor Class: 3
Movement: Fl 12 (A)
Hit Dice: 8 (64 hp)
Base THAC0: 13
Attacks per Round: 1
Base Damage: 4d4 crushing (enchantment level +3)
On-hit effects: None
Special Defenses: Elemental Traits; Extraplanar Traits; Hover; Natural Invisibility
Resistances: Magic 30%
Saving Throws: 10/12/11/12/13
XP Value: 3,000
Special abilities: Tracking (at will)
Nereid
Ability Scores: STR 9, DEX 17, CON 12, INT 12, WIS 12, CHA 18
Alignment: Chaotic Neutral
Base Armor Class: 10
Movement: 12
Hit Dice: 4 (32 hp)
Base THAC0: 17
Attacks per Round: 0
Base Damage: None
On-hit effects: None
Special Defenses: Extraplanar Traits; Beguiling Aura (always active); Displacement (always active)
Resistances: Magic 50%
Saving Throws: 13/15/14/16/16
XP Value: 975
Special abilities: Drowning Kiss (at will), Summon Water Weird (1x/day), Venom Spit (at will)
Salamander Noble
Ability Scores: STR 18/76, DEX 16, CON 16, INT 18, WIS 15, CHA 17
Alignment: Lawful Evil
Base Armor Class: 0
Movement: 18
Hit Dice: 12 (96 hp)
Base THAC0: 9
Attacks per Round: 2
Base Damage (Spear): 1d6+3 piercing, + 1d6 fire (enchantment level +3)
Base Damage (Tail): 2d8 crushing + 1d6 fire (enchantment level +3)
On-hit effects (Spear): None
On-hit effects (Tail): Grab
Special Defenses: Extraplanar Traits; immune to +1 weapons and below; unaffected by sleep, hold and charm
Resistances: Magic 25%, Fire 100%
Saving Throws: 7/9/8/8/10
XP Value: 10,000
Special abilities: Burning Hands (3x/day), Fireball (3x/day), Fire Shield:Red (3x/day), Flame Arrow (3x/day), Conjure Fire Elemental (1x/day), Lower Fire Resistance (1x/day)
Water Weird
Ability Scores: STR 13, DEX 15, CON 16, INT 12, WIS 10, CHA 12
Alignment: Chaotic Evil
Base Armor Class: 4
Movement: 12
Hit Dice: 3+3 (27 hp)
Base THAC0: 15
Attacks per Round: 1
Base Damage: None
On-hit effects: Envelop (no extra damage)
Special Defenses: Elemental Traits; Extraplanar Traits; slowed by cold damage
Resistances: Fire 50%, Missile 99%, Piercing 99%, Slashing 99%
Saving Throws: 13/15/14/16/16
XP Value: 420
Special abilities: Dominate Elemental (Water Elementals only, usable at will), Drown

Lesser Elementals

Lesser Air Elemental
Ability Scores: STR 10, DEX 19, CON 10, INT 7, WIS 7, CHA 7
Alignment: True Neutral
Base Armor Class: 4
Movement: Fl 18 (A)
Hit Dice: 8 (64 hp)
Base THAC0: 13
Attacks per Round: 1
Base Damage: 1d10 crushing (enchantment level +2)
On-hit effects: None
Special Defenses: Elemental Traits; Extraplanar Traits; Hover; Air Affinity; immune to non-magical weapons
Resistances: None
Saving Throws: 10/12/11/12/13
XP Value: 3,000
Special abilities: Whirlwind (1x/turn)
Lesser Earth Elemental
Ability Scores: STR 19, DEX 10, CON 16, INT 7, WIS 7, CHA 7
Alignment: True Neutral
Base Armor Class: 4
Movement: 6
Hit Dice: 8 (64 hp)
Base THAC0: 13
Attacks per Round: 1
Base Damage: 2d8 crushing (enchantment level +2)
On-hit effects: None
Special Defenses: Elemental Traits; Extraplanar Traits; Earth Affinity; immune to non-magical weapons; unaffected by Web and Entangle
Resistances: None
Saving Throws: 10/12/11/12/13
XP Value: 2,000
Special abilities: None
Lesser Fire Elemental
Ability Scores: STR 10, DEX 14, CON 10, INT 7, WIS 7, CHA 7
Alignment: True Neutral
Base Armor Class: 4
Movement: 12
Hit Dice: 8 (64 hp)
Base THAC0: 13
Attacks per Round: 1
Base Damage: 1d2 crushing + 1d10 fire (enchantment level +2)
On-hit effects: Burn (1d2, save vs. spells at -1 negates)
Special Defenses: Elemental Traits; Extraplanar Traits; immune to non-magical weapons; unaffected by Web and Entangle
Resistances: Fire 100%
Saving Throws: 10/12/11/12/13
XP Value: 2,000
Special abilities: None
Lesser Water Elemental
Ability Scores: STR 13, DEX 11, CON 18, INT 7, WIS 7, CHA 7
Alignment: True Neutral
Base Armor Class: 4
Movement: 6
Hit Dice: 8 (64 hp)
Base THAC0: 13
Attacks per Round: 1
Base Damage: 2d6 slashing (enchantment level +2)
On-hit effects: None
Special Defenses: Elemental Traits; Extraplanar Traits; immune to non-magical weapons; unaffected by Web and Entangle
Resistances: None
Saving Throws: 10/12/11/12/13
XP Value: 2,000
Special abilities: None

Regular Elementals

Air Elemental
Ability Scores: STR 12, DEX 21, CON 12, INT 7, WIS 7, CHA 7
Alignment: True Neutral
Base Armor Class: 2
Movement: Fl 36 (A)
Hit Dice: 12 (96 hp)
Base THAC0: 9
Attacks per Round: 1
Base Damage: 2d10 crushing (enchantment level +3)
On-hit effects: None
Special Defenses: Elemental Traits; Extraplanar Traits; Hover; Air Affinity; immune to +1 weapons and below
Resistances: None
Saving Throws: 7/9/8/8/10
XP Value: 7,000
Special abilities: Whirlwind (1x/turn)
Earth Elemental
Ability Scores: STR 20, DEX 10, CON 18, INT 7, WIS 7, CHA 7
Alignment: True Neutral
Base Armor Class: 2
Movement: 6
Hit Dice: 12 (96 hp)
Base THAC0: 9
Attacks per Round: 1
Base Damage: 4d8 crushing (enchantment level +3)
On-hit effects: None
Special Defenses: Elemental Traits; Extraplanar Traits; Earth Affinity; immune to +1 weapons and below; unaffected by Web and Entangle
Resistances: None
Saving Throws: 7/9/8/8/10
XP Value: 6,000
Special abilities: None
Fire Elemental
Ability Scores: STR 12, DEX 15, CON 12, INT 7, WIS 7, CHA 7
Alignment: True Neutral
Base Armor Class: 2
Movement: 12
Hit Dice: 12 (96 hp)
Base THAC0: 9
Attacks per Round: 1
Base Damage: 1d4 crushing + 2d10 fire (enchantment level +3)
On-hit effects: Burn (1d4, save vs. spells at -2 negates)
Special Defenses: Elemental Traits; Extraplanar Traits; immune to +1 weapons and below; unaffected by Web and Entangle
Resistances: Fire 100%
Saving Throws: 7/9/8/8/10
XP Value: 6,000
Special abilities: None
Water Elemental
Ability Scores: STR 15, DEX 12, CON 20, INT 7, WIS 7, CHA 7
Alignment: True Neutral
Base Armor Class: 2
Movement: 6
Hit Dice: 12 (96 hp)
Base THAC0: 9
Attacks per Round: 1
Base Damage: 5d6 slashing (enchantment level +3)
On-hit effects: None
Special Defenses: Elemental Traits; Extraplanar Traits; immune to +1 weapons and below; unaffected by Web and Entangle
Resistances: None
Saving Throws: 7/9/8/8/10
XP Value: 6,000
Special abilities: None

Paraelementals

Ice Paraelemental
Ability Scores: STR 18, DEX 12, CON 16, INT 14, WIS 13, CHA 12
Alignment: True Neutral
Base Armor Class: 3
Movement: 6
Hit Dice: 12 (96 hp)
Base THAC0: 9
Attacks per Round: 1
Base Damage: 1d8 crushing + 2d8 cold (enchantment level +3)
On-hit effects: None
Special Defenses: Elemental Traits; Extraplanar Traits; Cold Aura (1d4, 10 feet); immune to non-magical weapons
Resistances: Fire -100%, Cold 127%
Saving Throws: 7/9/8/8/10
XP Value: 11,000
Special abilities: None

Greater Elementals

Greater Air Elemental
Ability Scores: STR 14, DEX 22, CON 14, INT 10, WIS 10, CHA 10
Alignment: True Neutral
Base Armor Class: 1
Movement: Fl 36 (A)
Hit Dice: 16 (128 hp)
Base THAC0: 5
Attacks per Round: 1
Base Damage: 3d10 crushing (enchantment level +4)
On-hit effects: None
Special Defenses: Elemental Traits; Extraplanar Traits; Hover; Air Affinity; immune to +1 weapons and below
Resistances: Magic 25%
Saving Throws: 4/6/5/4/7
XP Value: 11,000
Special abilities: Elemental Concealment (usable once per 2 rounds), Whirlwind (1x/turn)
Greater Earth Elemental
Ability Scores: STR 22, DEX 12, CON 20, INT 10, WIS 10, CHA 10
Alignment: True Neutral
Base Armor Class: 1
Movement: 9
Hit Dice: 16 (128 hp)
Base THAC0: 5
Attacks per Round: 1
Base Damage: 5d8 crushing (enchantment level +4)
On-hit effects: None
Special Defenses: Elemental Traits; Extraplanar Traits; Earth Affinity; immune to +1 weapons and below; unaffected by Web and Entangle
Resistances: Magic 25%
Saving Throws: 4/6/5/4/7
XP Value: 11,000
Special abilities: Elemental Concealment (only available in areas where earth is abundant, usable once per 3 rounds), Earthquake (1x/day)
Greater Fire Elemental
Ability Scores: STR 14, DEX 16, CON 14, INT 10, WIS 10, CHA 10
Alignment: True Neutral
Base Armor Class: 1
Movement: 12
Hit Dice: 16 (128 hp)
Base THAC0: 5
Attacks per Round: 1
Base Damage: 1d6 crushing + 3d8 fire (enchantment level +4)
On-hit effects: Burn (1d6, save vs. spells at -3 negates), Engulf (3d8 fire, save vs. paralyzation negates)
Special Defenses: Elemental Traits; Extraplanar Traits; immune to +1 weapons and below; unaffected by Web and Entangle
Resistances: Magic 25%, Fire 100%
Saving Throws: 4/6/5/4/7
XP Value: 10,000
Special abilities: Elemental Concealment (only available in areas where fire is abundant, usable once per 3 rounds)
Greater Water Elemental
Ability Scores: STR 17, DEX 14, CON 22, INT 10, WIS 10, CHA 10
Alignment: True Neutral
Base Armor Class: 1
Movement: 6
Hit Dice: 16 (128 hp)
Base THAC0: 5
Attacks per Round: 1
Base Damage: 6d6 slashing (enchantment level +4)
On-hit effects: Envelop (1d10 crushing, save vs. death at -1 negates); Drown (save vs. death at -1 negates)
Special Defenses: Elemental Traits; Extraplanar Traits; immune to +1 weapons and below; unaffected by Web and Entangle
Resistances: Magic 25%
Saving Throws: 4/6/5/4/7
XP Value: 10,000
Special abilities: Elemental Concealment (only available in areas where water is abundant, usable once per 3 rounds)

Elder Elementals

Elder Air Elemental
Ability Scores: STR 15, DEX 23, CON 16, INT 12, WIS 12, CHA 12
Alignment: True Neutral
Base Armor Class: 0
Movement: Fl 36 (A)
Hit Dice: 20 (160 hp)
Base THAC0: 1
Attacks per Round: 1
Base Damage: 4d10 crushing (enchantment level +5)
On-hit effects: None
Special Defenses: Elemental Traits; Extraplanar Traits; Hover; Air Affinity; immune to +2 weapons and below
Resistances: Magic 50%
Saving Throws: 3/5/4/4/6
XP Value: 15,000
Special abilities: Elemental Concealment (usable once per 2 rounds), Whirlwind (1x/turn)
Elder Earth Elemental
Ability Scores: STR 23, DEX 12, CON 20, INT 12, WIS 12, CHA 12
Alignment: True Neutral
Base Armor Class: 0
Movement: 9
Hit Dice: 20 (160 hp)
Base THAC0: 1
Attacks per Round: 1
Base Damage: 6d8 crushing (enchantment level +5)
On-hit effects: None
Special Defenses: Elemental Traits; Extraplanar Traits; Earth Affinity; immune to +2 weapons and below; unaffected by Web and Entangle
Resistances: Magic 50%
Saving Throws: 3/5/4/4/6
XP Value: 14,000
Special abilities: Elemental Concealment (only available in areas where earth is abundant, usable once per 3 rounds), Earthquake (1x/day)
Elder Fire Elemental
Ability Scores: STR 16, DEX 17, CON 16, INT 12, WIS 12, CHA 12
Alignment: True Neutral
Base Armor Class: 0
Movement: 12
Hit Dice: 20 (160 hp)
Base THAC0: 1
Attacks per Round: 1
Base Damage: 1d8 crushing + 4d8 fire (enchantment level +5)
On-hit effects: Burn (1d8, save vs. spells at -4 negates), Engulf (4d8 fire, save vs. paralyzation at -1 negates)
Special Defenses: Elemental Traits; Extraplanar Traits; immune to +2 weapons and below; unaffected by Web and Entangle
Resistances: Magic 50%, Fire 100%
Saving Throws: 3/5/4/4/6
XP Value: 14,000
Special abilities: Elemental Concealment (only available in areas where fire is abundant, usable once per 3 rounds)
Elder Water Elemental
Ability Scores: STR 18, DEX 16, CON 23, INT 12, WIS 12, CHA 12
Alignment: True Neutral
Base Armor Class: 0
Movement: 6
Hit Dice: 20 (160 hp)
Base THAC0: 1
Attacks per Round: 1
Base Damage: 7d6 slashing (enchantment level +4)
On-hit effects: Envelop (2d6 crushing, save vs. death at -2 negates); Drown (save vs. death at -4 negates)
Special Defenses: Elemental Traits; Extraplanar Traits; immune to +2 weapons and below; unaffected by Web and Entangle
Resistances: Magic 50%
Saving Throws: 3/5/4/4/6
XP Value: 14,000
Special abilities: Elemental Concealment (only available in areas where water is abundant, usable once per 3 rounds)

Evil Elemental Princes

Cryonax
Ability Scores: STR 21, DEX 12, CON 18, INT 17, WIS 16, CHA 17
Alignment: Neutral Evil
Base Armor Class: -6
Movement: 9
Hit Dice: 24 (90 hp)
Base THAC0: 5
Attacks per Round: 2
Base Damage: 2d4 crushing + 3d4 cold (enchantment level +5)
On-hit effects: The target must save vs. paralyzation or become paralyzed for 6 rounds
Special Defenses: Elemental Traits; Extraplanar Traits; Cold Aura (1d6, 15 feet); immune to +1 weapons and below; unaffected by petrification
Resistances: Magic 75%, Fire -50%, Cold 127%
Saving Throws: 3/3/4/4/4
XP Value: 28,000
At will special abilities: Detect Invisibility (always active), Remove Magic, Know Alignment, Suggestion, Teleport Without Error
Limited use special abilities: Cone of Cold (1x/day), Ice Storm (3x/day), Hold Person (3x/day), Wall of Ice (triple strength, 3x/day), Summon Allies (1x/day)
Allies: 3 Ice Paraelementals
Imix
Ability Scores: STR 17, DEX 19, CON 17, INT 18, WIS 16, CHA 17
Alignment: Neutral Evil
Base Armor Class: -4
Movement: 18
Hit Dice: 24 (90 hp)
Base THAC0: 5
Attacks per Round: 1
Base Damage: 2d6 crushing + 4d6 fire (enchantment level +5)
On-hit effects: Burn (2d6, save vs. spells at -5 negates)
Special Defenses: Elemental Traits; Extraplanar Traits; Heat Emission (1d20, 10 feet); immune to +1 weapons and below; unaffected by petrification, Web and Entangle
Resistances: Magic 85%, Fire 100%, Cold -50%
Saving Throws: 3/3/4/4/4
XP Value: 25,000
At will special abilities: Detect Invisibility (always active), Remove Magic, Know Alignment, Suggestion, Teleport Without Error
Limited use special abilities: Pyrotechnics (3x/day), Fireball (20d6 damage, 1x/day), Fire Shield:Red (triple strength, 3x/day), Summon Allies (1x/day)
Allies: 3 Fire Elementals
Ogremoch
Ability Scores: STR 25, DEX 12, CON 20, INT 16, WIS 16, CHA 16
Alignment: Neutral Evil
Base Armor Class: -7
Movement: 9
Hit Dice: 24 (110 hp)
Base THAC0: 5
Attacks per Round: 2
Base Damage: 5d10 crushing (enchantment level +5)
On-hit effects: None
Special Defenses: Elemental Traits; Extraplanar Traits; Earth Affinity; immune to +2 weapons and below; unaffected by Web and Entangle
Resistances: Magic 85%, Fire 100%, Cold 50%, Electricity 50%
Saving Throws: 3/3/4/4/4
XP Value: 28,000
At will special abilities: Detect Invisibility (always active), Remove Magic, Know Alignment, Suggestion, Teleport Without Error
Limited use special abilities: Earthquake (1x/day), Flesh to Stone (3x/day), Stoneskin (3x/day), Summon Allies (1x/day)
Allies: 3 Earth Elementals
Olhydra
Ability Scores: STR 20, DEX 18, CON 24, INT 18, WIS 16, CHA 17
Alignment: Neutral Evil
Base Armor Class: -6
Movement: 6
Hit Dice: 24 (90 hp)
Base THAC0: 5
Attacks per Round: 1
Base Damage: 2d12 slashing (enchantment level +5)
On-hit effects: Envelop (2d6 crushing, save vs. death at -4 negates); Drown (save vs. death at -4 negates)
Special Defenses: Elemental Traits; Extraplanar Traits; immune to non-magical weapons; unaffected by petrification; slowed by large amounts of cold damage; unaffected by Web and Entangle
Resistances: Magic 70%, Fire -50%, Cold 100%, Slashing 50%
Saving Throws: 3/3/4/4/4
XP Value: 28,000
At will special abilities: Detect Invisibility (always active), Remove Magic, Know Alignment, Suggestion, Teleport Without Error
Limited use special abilities: Ice Storm (3x/day), Wall of Fog (3x/day), Summon Allies (1x/day)
Allies: 3 Water Elementals
Yan-C-Bin
Ability Scores: STR 16, DEX 24, CON 18, INT 17, WIS 17, CHA 17
Alignment: Neutral Evil
Base Armor Class: -6
Movement: Fl 48 (A)
Hit Dice: 24 (85 hp)
Base THAC0: 5
Attacks per Round: 2
Base Damage: 2d10 crushing (enchantment level +5)
On-hit effects: 10% chance that the target is stunned for 3 rounds (no save)
Special Defenses: Elemental Traits; Extraplanar Traits; Hover; Natural Invisibility; immune to +1 weapons and below; unaffected by petrification and missile weapons; immune to all gas-based spells and attacks
Resistances: Magic 90%, Fire -25%, Electricity 100%, Missile 100%
Saving Throws: 3/3/4/4/4
XP Value: 28,000
At will special abilities: Detect Invisibility (always active), Remove Magic, Know Alignment, Suggestion, Teleport Without Error
Limited use special abilities: Whirlwind (1x/turn), Summon Allies (1x/day)
Allies: 1 Air Elemental and 2 Aerial Servants

Good Elemental Princes

Chan
Ability Scores: STR 16, DEX 24, CON 18, INT 18, WIS 17, CHA 18
Alignment: Neutral Good
Base Armor Class: -6
Movement: Fl 48 (A)
Hit Dice: 24 (90 hp)
Base THAC0: 5
Attacks per Round: 2
Base Damage: 2d10 crushing (enchantment level +5)
On-hit effects: 10% chance that the target is stunned for 3 rounds (no save)
Special Defenses: Elemental Traits; Extraplanar Traits; Hover; Natural Invisibility; immune to +1 weapons and below; unaffected by petrification; immune to all gas-based spells and attacks
Resistances: Magic 85%, Electricity 100%
Saving Throws: 3/3/4/4/4
XP Value: 28,000
At will special abilities: Detect Invisibility (always active), Remove Magic, Know Alignment, Suggestion, Teleport Without Error
Limited use special abilities: Cloudkill (3x/day), Gust of Wind (3x/day), Solid Fog (3x/day), Stinking Cloud (3x/day), Wind Wall (triple strength, 3x/day) Whirlwind (1x/turn), Summon Allies (1x/day)
Allies: 1 Air Elemental and 2 Aerial Servants
Sunnis
Ability Scores: STR 24, DEX 13, CON 21, INT 16, WIS 16, CHA 17
Alignment: Neutral Good
Base Armor Class: -7
Movement: 9
Hit Dice: 24 (115 hp)
Base THAC0: 5
Attacks per Round: 2
Base Damage: 3d12 crushing (enchantment level +5)
On-hit effects: None
Special Defenses: Elemental Traits; Extraplanar Traits; Earth Affinity; immune to +1 weapons and below; unaffected by petrification, Web and Entangle
Resistances: Magic 70%, Fire 100%, Cold 50%, Electricity 50%
Saving Throws: 3/3/4/4/4
XP Value: 29,000
At will special abilities: Detect Invisibility (always active), Remove Magic, Know Alignment, Suggestion, Teleport Without Error
Limited use special abilities: Iron Skins (4x/day), Stone to Flesh (3x/day), Summon Allies (1x/day)
Allies: 3 Earth Elementals
Zaaman Rul
Ability Scores: STR 16, DEX 17, CON 16, INT 18, WIS 16, CHA 17
Alignment: Neutral Good
Base Armor Class: -3
Movement: 12
Hit Dice: 24 (80 hp)
Base THAC0: 5
Attacks per Round: 1
Base Damage: 1d6 crushing + 2d12 fire (enchantment level +5)
On-hit effects: Burn (2d6, save vs. spells at -5 negates)
Special Defenses: Elemental Traits; Extraplanar Traits; immune to +1 weapons and below; unaffected by Web and Entangle
Resistances: Magic 60%, Fire 100%, Cold -50%
Saving Throws: 3/3/4/4/4
XP Value: 23,000
At will special abilities: Detect Invisibility (always active), Remove Magic, Know Alignment, Suggestion, Teleport Without Error
Limited use special abilities: Fireball (12d6 damage, 3x/day), Fire Shield:Red (double strength, 3x/day), Flame Arrow (double damage, 3x/day)
Allies: 2 Fire Elementals

Elemental spell-like abilities and

As per PnP rules, elementals cannot be interrupted while using their spell-like abilities, all of which have a casting time of 1. In all other aspects, spell-like abilities function exactly like the spells which they mimic unless otherwise noted in their description.

Air Affinity
Creatures with this trait receive a +1 bonus to hit and a +4 bonus to damage when fighting airborne opponents.
Beguiling Aura
All male humanoids run the risk of being beguiled by a Nereid if they look upon her beauty from a distance of 30 feet or less. The victims must save vs. spells or become fascinated by the Nereid for 1 turn. A fascinated creature is unable to harm the Nereid in any way, but it will not turn on its former allies and fight them either. This ability has no effect on blinded characters.
Burn
A creature affected by the burn effect must save make the designated save or catch fire, taking the listed amount of fire damage during the next 2 rounds. Creatures made of noncombustible materials (such as oozes, elementals and most constructs) are unaffected by this ability.
Cold Aura
Freezing waves emanate from a creature with this trait. Each round the creature deals the designated amount of cold damage to anyone within the specified range (no save).
Displacement
A Nereid's shimmering form makes its true location difficult to surmise. Any melee or ranged attack directed against her has a 50% miss chance unless the attacker can locate the Nereid by some means other than sight. A True Seeing effect allows the user to see the Nereid's position, but See Invisibility has no effect.
Dominate Elemental
A Weird can attempt to gain control over any Elemental within its line of sight for 1 turn. The chance of success is 50%.
Drown
Elementals with this ability can drown a helpless victim that they have enveloped within their frame, unless it makes a save vs. death. Creatures that do not breathe (such as undead, elementals and constructs) cannot be drowned.
Drowning Kiss
Any male humanoid kissed by a Nereid drowns instantly unless he makes a successful saving throw vs. breath weapon with a -2 penalty. The Nereid can only use this ability on fascinated or helpless victims. Creatures that do not breathe (such as undead, elementals and constructs) cannot be drowned.
Earth Affinity
Creatures with this trait receive a -2 penalty to hit and damage when fighting airborne and waterborne opponents. They are also unaffected by the Earthquake spell.
Elemental Concealment
An elemental with this ability can conceal its presence by blending into the natural state of the element that it is composed of. Air Elementals can hide in the wind, Fire Elementals can hide in fire, Earth Elementals can hide in earth or stone and Water Elementals can hide in pools of water. In doing so, they become completely hidden from normal view until they make an attack. Detect Invisibility, True Seeing and similar spells can reveal a concealed elemental.
Elemental Traits
All elementals are immune to: poison, disease, bleeding, hold, stun and sleep. Due to their unique physiology, elementals are not subject to backstab attacks, critical hits nor the Mind Flayers' Devour Brain attack. For the same reason, they are unaffected by Flesh to Stone, Insect Plague and similar spells. All elementals possess innate infravision.
Engulf
Using this ability a Fire Elemental can engulf an opponent in searing flames unless a save vs. paralyzation is made. While engulfed, the victim becomes unable to move, loses any dexterity bonus to its armor class and takes the designated amount of fire damage during each round. However, opponents engulfed by the flames are not completely helpless and can still defend themselves against the Fire Elemental's attacks. Large, incorporeal and creatures made of noncombustible materials (such as oozes, elementals and most constructs) are unaffected by this ability.
Envelop
Water Elementals with this ability can envelop opponents within their form. The victim must make a saving throw vs. paralyzation or be pulled into the elemental's watery frame becoming helpless and unable to move for 2 rounds. During both rounds while it is enveloped, the victim takes the designated damage (if any). Large and incorporeal creatures cannot be enveloped.
Extraplanar Traits
Extraplanar creatures are immune to Death Spell and are unaffected by all Cure and Cause Wound spells including Heal and Harm.
Grab
A creature with this ability can grab an opponent and prevent it from moving for 2 rounds unless a save vs. breath is made. The victim temporarily loses any dexterity bonus to its armor class. Large and incorporeal creatures cannot be grabbed.
Gust of Wind
A strong blast of air originates from the caster and moves in the direction he is facing. It disperses any gas-based spells in the vicinity.
Heat Emission
Intense waves of heat emanate from a creature with this trait. Each round the creature deals the designated amount of fire damage to anyone within the specified range (no save).
Hover
This ability is available to a creature that can fly with either perfect or near perfect maneuverability. The creature can halt its movement while flying, allowing it to hover. This effectively prevents ground-based spells such as Earthquake, Entangle, Grease and Web from affecting the creature. Furthermore, creatures with this ability can cross lava and acid pools without taking damage by hovering above them.
Lower Fire Resistance
This spell makes a single creature more susceptible to fire damage during the next 4 rounds. Each casting reduces the fire resistance of the target by 50%. It can even lower the natural fire resistance of fiends and dragons. However, this spell won't work against creatures who are native to the Elemental Plane of Fire such as fire elementals, efreet and fire salamanders.
Natural Invisibility
This ability is inherent to the creature and allows it to become invisible at will and remain (improved) invisible while attacking. Only a True Seeing spell can permanently reveal the location of a creature that possesses this ability.
Pyrotechnics
A pyrotechnics spell produces a flashing and fiery burst of glowing, colored aerial fireworks. This effect temporarily blinds those creatures in, under, or within 120 feet of the area and that have an unobstructed line of sight to the burst. Creatures viewing this are blinded for 3 rounds unless they successfully save vs. spell.
Solid Fog
The caster creates a billowing mass of misty vapors similar to a wall of fog spell. The fog obscures all sight, normal and infravision, beyond 2 feet. However, unlike normal fog, only a very strong wind can move these vapors, and any creature attempting to move through the solid fog progresses at a movement rate of 1 foot per round.
Suggestion
When this spell is cast, the caster can influence the actions of the chosen recipient by the utterance of a few words, phrases or sentences, thereby suggesting a course of action, unless a save vs. spells with a +3 bonus is made. The suggestion must be worded in such a manner as to make the action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.
Teleport Without Error
This spell allows the caster to transport himself to any known location in his home plane with no chance for error. It also enables travel to other planes of existence, but this assumes that the caster has already visited that plane and carefully perused the destination area.
Venom Spit
Nereids can spit venom at a single creature within 20 feet dealing 6 points of damage (1 per round) and blinding the victim for 6 rounds. A successful saving throw vs. poison negates both effects.
Wall of Fog
By using this spell, the caster creates a billowing wall of misty vapors in any area within the spell range. The wall of fog obscures all sight, normal and infravision, beyond 2 feet. The misty vapors persist for 1 turn. A Gust of Wind or a Zone of Sweet Air spell will disperse the vapors.
Wall of Ice
The casting of this spell causes a horizontal sheet of ice to appear above the designated area. The sheet immediately falls down, crumbling into ice blocks, which inflict 2d10 points of cold damage and 1d10 points of crushing damage upon any creatures within a 40 foot radius.
Whirlwind
The most feared power of an Air Elemental is its ability to form a whirlwind upon command. Using this form, the Air Elemental appears as a truncated, reversed cone with a 10 foot bottom diameter and 30 foot top diameter. The effects of the whirlwind depend on the Hit Dice of the elemental:

8 HD - Deals 1d8 points of crushing damage (save vs. breath for half) and kills all creatures of 2 Hit Dice and below
12 HD - Deals 2d8 points of crushing damage (save vs. breath at -1 for half) and kills all creatures of 3 Hit Dice and below
16 HD - Deals 3d8 points of crushing damage (save vs. breath at -2 for half) and kills all creatures of 4 Hit Dice and below
20 HD - Deals 4d8 points of crushing damage (save vs. breath at -3 for half) and kills all creatures of 5 Hit Dice and below
24 HD - Deals 5d8 points of crushing damage (save vs. breath at -4 for half) and kills all creatures of 6 Hit Dice and below
Wind Wall
This spell creates an invisible wind curtain of considerable strength. The wind wall is centered on the caster and protects all allied creatures within 60 feet. Insects and normal missiles cannot pass this barrier while enchanted missile weapons have a -4 penalty to hit. Furthermore, creatures protected by the wind wall are unaffected by gas-based spells and attacks. The spell remains in effect for 1 round per caster level.

Altered Spells

The Conjure X Elemental spells now always summon one a regular Elemental (12 HD). In addition, there is a 35% chance of summoning an second Greater Elemental (16 HD) and a 5% chance of summoning a second Elder Elemental (20 HD).

The Elemental Summoning HLA now summons 3 Greater Elementals, one from the plane of Air, one from the plane of Earth and one from the plane of Fire. There is a 10% chance that 3 Elder Elementals will be summoned instead. Furthermore, the duration of this spell has been changed to 5 turns.

The Greater Elemental Summoning HLA now lasts for 2 turns.

The Earth and Fire Elemental Transformation HLAs now allow the druid to assume the shape of an Elder Elemental along with all the appropriate traits. Similarly, the Shapeshift Fire Salamander ability of the Avenger druid kit will now grant the appropriate traits.

It is now possible to disable the 3 round mental combat phase which arcane spellcasters go through when summoning elementals. The following console command will turn off mental combat: CLUAConsole:SetGlobal("RR#NOEMC","GLOBAL",1)

A summoned elemental can now be dismissed by selecting "Unsummon" from the creature's special abilities menu.

More sensible elemental encounters

This part of the component slightly alters the placement of elementals in certain areas in order to provide a more immersive gameplay experience. Here's the full list of changes:

Compatibility

Known Issues

Contact

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