Half-Elemental

Much rarer than half-celestials or fiends, half-elementals are the result of unions between elementals and mortal creatures or are created by some magical infusion of elemental power into a mortal at birth (usually through strange and often distasteful rites). Such creatures are normally left among their mortal kin, never again thought of by their otherworldly sires.   Half-elementals always have some aspect of their elemental nature displayed in both their appearance and their temperament.   Half-air elementals often have their hair blown about in mysterious breezes and a breathy voice. Sometimes people describe them as flighty, for it’s hard for them to concentrate too long on any one topic.   Half-earth elementals have a rocky sheen to their flesh. They are often slow to act, but stubborn once committed.   Half-fire elementals have a reddish tint to their hair, eyes, or skin. They are temperamental and quick to jump to conclusions.   Half-water elementals have a blue-green hue about them— either in their hair or their skin. They are usually nurturing and giving, but terrible when angered.

Creating a Half-Elemental

“Half-elemental” is a template that can be added to any corporeal creature with an Intelligence score of 4 or more (referred to hereafter as the “base creature”). Because the half-elemental is still mostly flesh, it cannot be of the elemental type. Instead, the creature’s type changes to “outsider.” It uses all the base creature’s statistics and special abilities except as noted here.
AC: Natural armor improves by +1, except in the case of a half-earth elemental, for which natural armor improves by +3.
Special Attacks: A half-elemental retains all the special attacks of the base creature. Half-elementals with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities, using their level as the caster level, as specified in the table below. Each ability is usable once per day.
Special Qualities: A half-elemental has all the special qualities of the base creature. Half-elementals are immune to disease and effects from their own elements (use cold for air) and gain a +4 racial bonus on Fortitude saves against poison.
Saves: Same as the base creature.
Abilities: Increase from the base creature as follows:
     Air: Str +0, Dex +2, Con +2, Int +2, Wis +2, Cha +2.
     Earth: Str +4, Dex –2, Con +4, Int +0, Wis +0, Cha +0.
     Fire: Str +0, Dex +4, Con +0, Int +2, Wis +0, Cha +2.
     Water: Str +2, Dex +0, Con +2, Int +2, Wis +2, Cha +2.
Air
Level Ability
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*
19-20 Plane shift
*Cast as an air spell only.
Genetic Ancestor(s)

Comments

Please Login in order to comment!