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    Element-Infused Creature (CR +1)

    “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.

    Earth An earth-infused creature gains a burrow speed equal to its highest speed. It can burrow through rock at half speed, and it does not leave a tunnel behind when it burrows.

    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.

    Elemental Attack

    An elemental-infused creature gains special attacks according to the element that infuses it, as given below.

    Air

    Breath Weapon (Su)

    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.

    Fire

    Breath Weapon (Su)

    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.

    Heat (Su)

    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.

    Water

    Quench (Sp)

    A water-infused creature can use quench three times per day (caster level equals water-infused creature’s HD).

    Waterball (Su)

    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.

    Table: Waterball Damage

    Creature Size Waterball Damage Fire Size
    Fine 1 Candle
    Diminutive
    1d2 Candle
    Tiny 1d4 Candle
    Small 1d6 Torch
    Medium 1d8 Torch
    Large 2d6 Campfire
    Huge 2d8 Bonfire
    Gargantuan 4d6 Bonfire
    Colossal
    4d8 Burning house

    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.

    Elemental Body (Ex)

    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.

    Elemental Qualities

    The exact elemental qualities bestowed depend on the element that infuses the base creature, as follows.

    Air

    Air Born (Ex)

    When in flight, an air-infused creature gains a +1 morale bonus on attack and damage rolls with ranged attacks.

    Gaseous From (Su)

    The air-infused creature can use gaseous form, as the spell (caster level equals air-infused creature’s HD), on itself once per day.

    Earth

    Earth’s Armor (Ex)

    The element-infused creature’s natural armor bonus improves by +2 over that of the base creature.

    Grounded (Ex)

    While in contact with the earth, an earth-infused creature gains a +1 morale bonus on attack and damage rolls for melee attacks.

    Tremorsense (Ex)

    An earth-infused creature can automatically sense the location of anything within 20 feet that is in contact with the ground.

    Fire

    Fire Healing (Ex)

    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.

    Firewalk (Su)

    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.

    Water

    Water Born (Ex)

    While in contact with water, a water-infused creature gains a +2 circumstance bonus on Perception checks. Rainfall or a puddle is sufficient for water contact, but smaller quantities of water do not.

    Water Breathing (Su)

    Once per day, a water-infused creature can use water breathing, as the spell (caster level equals water-infused creature’s HD).

    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.

    Element Str Dex Con Int Wis Cha
    Air -4* +4 -2* -2* +2 +2
    Earth +4 -2* +2 -2* +2 -4*
    Fire -2* +2 -2* +4 -4* +2
    Water +2 -2* +4 -4* +2 -2*

    *Minimum 1.

    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).