“Element-infused creature” is an acquired or inherited template that can be added to any creature (referred to hereafter as the base creature). An element-infused creature uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +1.
Size and Type: Size and type are unchanged, but the creature gains the subtype of the element that infuses it (air, earth, fire, or water). Do not recalculate base attack bonuses, saves, or skill ranks.
Speed: An element-infused creature retains the base creature’s speeds and gains a new speed according to the element that infuses it, as given in the following sections. If the base creature already possessed the mode of movement that the element would grant, the element-infused creature retains the higher speed.
Air An air-infused creature gains a ﬂy speed (perfect maneuverability) equal to its highest speed. If the base creature already has a ﬂy speed, it increases to match the base creature’s highest speed, with perfect maneuverability.
Water A water-infused creature gains a swim speed equal to its highest speed if the base creature does not already have one.
Special Attacks: An element-infused creature retains all the base creature’s special attacks and gains those described here.
An elemental-infused creature gains special attacks according to the element that infuses it, as given below.
Once every 1d4 rounds, an air-infused creature can breathe a 60 ft. long cone of wind that mimics a terrible windstorm. Every creature within this area that is not ﬂying must succeed on an Acrobatics or Strength check (DC 10 + 1/2 air-infused creature’s HD + air-infused creature’s Cha modifier) or fall prone. A ﬂying creature that fails is instead blown away from the air-infused creature, moving a distance equal to 5 feet per point by which it failed the check. If the creature encounters a large object (such as a wall) during this movement, it takes 1d6 points of damage per 5 feet the object prevented it from moving.
A ﬁre-infused creature can breathe a 30 ft. long cone of ﬁre once every 1d4 rounds. Every creature in the area must succeed on a Reﬂex saving throw (DC 10 + 1/2 ﬁre-infused creature’s HD + ﬁre-infused creature’s Con modifier) or take 1d6 points of ﬁre damage per 2 HD the ﬁre-infused creature possesses (minimum 1d6 points). A successful Reﬂex save halves this ﬁre damage.
Each of a ﬁre-infused creature’s natural attacks and melee attacks it makes with metallic weapons deals an extra +1d6 points of ﬁre damage.
While water is within its reach, a water-infused creature can pick up a cohesive ball of water and throw it at a distant target as a ranged attack. If the water-infused creature can make multiple ranged attacks during a round, it can devote as many of them as it wishes to waterball attacks, so long as it has a ready source of water within reach. Waterballs can be thrown underwater or through a border between air and water with no penalties to range or on the attack roll. A waterball is considered a thrown weapon with a range increment of 20 feet. It deals nonlethal damage based on the water-infused creature’s size, according to the following table. As with other thrown weapons, the water-infused creature’s full Strength bonus applies to the damage roll. A waterball can be used to snuﬀ out a non-magical ﬁre instead of attacking a creature. To use it in this way, the water-infused creature must succeed on a ranged touch attack against the source of the ﬁre. The size of ﬁre that can be snuﬀed depends on the size of the creature throwing the waterball, as given in the chart below. Waterballs do not retain their cohesiveness when not grasped or thrown by a water-infused creature.
|Creature Size||Waterball Damage||Fire Size|
At the GM’s discretion, other liquids can be thrown in a similar matter, but the water-infused creature must touch the liquid and take any damage it deals if not immune to its particular dangers.
Special Qualities: An element-infused creature retains all the base creature’s special qualities and gains those described here.
Element-infused creatures’ bodies gain some of the qualities of elementals. Each time an element-infused creature is exposed to a poison, paralysis, sleep, or stunning eﬀect, it has a 25% chance to avoid it. In addition, there is a 25% chance that a sneak attack or critical hit deals no extra damage.
The exact elemental qualities bestowed depend on the element that infuses the base creature, as follows.
When in ﬂight, an air-infused creature gains a +1 morale bonus on attack and damage rolls with ranged attacks.
The element-infused creature’s natural armor bonus improves by +2 over that of the base creature.
An earth-infused creature can automatically sense the location of anything within 20 feet that is in contact with the ground.
A ﬁre-infused creature regains 1 hit point for each full round that it remains in contact with ﬁre. When struck by a magical ﬁre eﬀect, the ﬁre-infused creature heals 1 point of damage per 10 points of damage that the ﬁre effect would have dealt.
A ﬁre-infused creature can climb an object on ﬁre as though it had a climb speed equal to its highest speed. Furthermore, it can ﬂy at its highest speed with perfect maneuverability so long as it remains in contact with ﬁre, and it can walk on ﬂames at its highest speed, as though walking on air via the air walk spell.
Abilities: An elemental-infused creature’s ability scores change from the base creature’s according to the element that infuses it, as given in the following table.
Skills: If the element-infused creature gained a swim speed from the application of the template, it gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Feats: An element-infused creature gains a bonus feat based on the element that infuses it, as given here (assuming that the base creature does not already have it).