Air elemental, small flying
Ice elemental, small staggered
Mud elemental, small burrow, damage, earth glide, entrap, tremorsense
Lemure full attack, tank
Riding dog, celestial trip


Air elemental, small
N small outsider (air, elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; perception +4
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 13
Fort +4, Ref +6, Will +0
Special defenses air mastery; immune elemental traits
Speed fly 100 ft. (perfect)
Melee slam +6 (1d4+1)
Special attacks whirlwind (DC 12, 10-20 ft.)
Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11
BAB +2, CMB +2, CMD 15
Feats flyby Attack, improved initiative, weapon finesse
Skills acrobatics +7, escape Artist +7, fly +17, knowledge (planes) +1, perception +4, stealth +11
Languages Auran

Ice elemental, small
N Small outsider (air, cold, elemental, extraplanar, water)
Init –1; Senses darkvision 60 ft., snow vision; Perception +5
AC 16, touch 10, flat-footed 16 (–1 Dex, +6 natural, +1 size)
hp 13
Fort +4, Ref +2, Will +0
Special defenses immune cold, elemental traits; vulnerable to fire
Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.; ice glide, icewalking
Melee slam +4 (1d4+1 plus 1d3 cold)
Special attacks numbing cold (DC 12)
Str 12, Dex 8, Con 13, Int 4, Wis 11, Cha 11
BAB +2, CMB +2, CMD 11 (can’t be tripped)
Feats power attack
Skills knowledge (planes) +2, perception +5, stealth +8, swim +9
Language Aquan

Mud elemental, small
N Small outsider (earth, elemental, extraplanar, water)
Init –1; Senses darkvision 60 ft., tremorsense 30 ft.; perception +5
AC 16, touch 10, flat-footed 16 (–1 Dex, +6 natural, +1 size)
hp 13
Fort +4, Ref +2, Will +0
Special defenses immune acid, elemental traits
Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide
Melee slam +5 (1d6+3 plus entrap)
Special Attacks entrap (DC 12, 10 minutes, hardness 5, hp 5)
Str 14, Dex 8, Con 13, Int 4, Wis 11, Cha 11
BAB +2, CMB +3, CMD 12
Feats improved bull rush, power attack
Skills climb +6, escape artist +3, knowledge (planes) +1, perception +5, stealth +7, swim +10
Languages Terran

Lemure
LE medium outsider (devil, evil, extraplanar, lawful)
Init +0; Senses darkvision 60 ft., see in darkness; perception +0
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 13
Fort +4, Ref +3, Will +0
Special defenses DR 5/good or silver; immune to fire, mind-affecting effects, poison; resist acid 10, cold 10
Speed 20 ft.
Melee 2 claws +2 (1d4)
Str 11, Dex 10, Con 12, Int --, Wis 11, Cha 5
BAB +2, CMB +2, CMD 12

d3 Riding dogs, celestial
N medium celestial animal
Init +2; Senses darkvision 60 ft.; perception +8
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13
Fort +5, Ref +5, Will +1
Special defenses SR 5, resist cold 5, resist acid 5, resist electricity 5
Speed 40ft.
Melee +3 bite 1d6+3 (x2) plus trip
Special attacks smite evil
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
BAB +1, CMB +3, CMD 15 (19 vs trip)
Skills acrobatics +6 (jumping +14), perception +8, survival +1 (scent tracking +5)


Air mastery Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Earth glide A burrowing mud elemental can pass through dirt, gravel, or other loose or porous solid matter as easily as a fish swims through water. It cannot use this ability to pass through a solid barrier such as a stone or brick wall. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing mud elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Elemental traits Immunity to bleed, paralysis, poison, sleep effects, and stunning. Not subject to critical hits or flanking, or take additional damage from precision-based attacks.

Entrap The target of an entrap attack must make a Fortitude save or become entangled for the listed duration. If a target is already entangled by this ability, a second entrap attack means the target must make a Fortitude save or become helpless for the listed duration. The save DCs are Constitution-based. A target made helpless by this ability is conscious but can take no physical actions (except attempting to break free) until the entrapping material is removed. The target can use spells with only verbal components or spell-like abilities if it can make a DC 20 concentration check. An entangled creature can make a Strength check (at the same DC as the entrap saving throw DC) as a full-round action to break free; the DC for a helpless creature is +5 Greater than the saving throw DC. Destroying the entrapping material frees the creature. The mud from an elemental’s entrap ability can be washed away in 1d3 rounds of immersion in water.

Ice glide A burrowing ice elemental can pass through non-magical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Icewalking This ability works like the spider climb spell, but the surfaces the elemental climbs must be icy. The elemental can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Numbing cold Deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC is Constitution-based.

Smite evil 1/day as a swift action, adds CHA bonus to attack rolls and damage bonus equal to HD against evil foes; smite persists until target is dead or the celestial/fiendish creature rests.

Snow vision Can see perfectly well in snowy conditions and does not take any penalties on Perception checks while in snow.

stats - notes

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