For conversion notes and feat descriptions, go here.

 

Air Elemental, small: Small Elemental; Init +7 (+3 Dex, +4 Improved Initiative); Defense 14 (+1 size, +3 Dex); Spd Fly 100 ft. (perfect); Atk +5 melee (+0 dmg, slam); SV Dam +3, Fort +0, Ref +4, Will +0; Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11.

Skills: Listen +2, Spot +3.

Feats: Move-by Attack, Improved Initiative, Attack Finesse, Aerial Combat, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation).

Powers: Flight +20 (Extras: Improved Maneuverability x3 (perfect)), Amazing Save: Damage +3, Amazing Save: Reflex +1, Whirlwind +2 (Effect: Snare that is mobile around user, ensnared foes are pulled along in its wake, Extras: Area, Sustained, Obscure (Flaw: Partial Concealment), Flaws: Reduced Range (centered on user), Focus required, cannot take other actions, other than a Half-Action as Movement, while Whirlwind is sustained.).

[Used a 2 HD small Air Elemental as base.]

 

Air Elemental, medium: Medium Elemental; Init +9 (+5 Dex, +4 Improved Initiative); Defense 15 (+5 Dex); Spd Fly 100 ft. (perfect); Atk +7 melee (+2 dmg, slam); SV Dam +5, Fort +2, Ref +6, Will +0; Str 12, Dex 20, Con 14, Int 4, Wis 11, Cha 11.

Skills: Listen +3, Spot +4.

Feats: Dodge, Move-by Attack, Improved Initiative, Attack Finesse, Aerial Combat, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation).

Powers: Natural Weapon +1 (Slam), Flight +20 (Extras: Improved Maneuverability x3 (perfect)), Amazing Save: Damage +3, Amazing Save: Reflex +1, Whirlwind +3 (Effect: Snare that is mobile around user, ensnared foes are pulled along in its wake, Extras: Area, Sustained, Obscure (Flaw: Partial Concealment), Partial Extra: Energy Field +1, Flaws: Reduced Range (centered on user), Focus required, cannot take other actions, other than a Half-Action as Movement, while Whirlwind is sustained.).

[Used a 4 HD medium Air Elemental as base.  At 6 HD, add +1 Atk and AS: Fort & Will +1.]

 

Air Elemental, large: Large Elemental; Init +11 (+5 Dex, +2 Super-Dexterity, +4 Improved Initiative); Defense 16 (-1 size, +5 Dex, +2 Super-Dex); Spd Fly 100 ft. (perfect); Atk +8/+8 melee (+4 dmg, slam); SV Dam +7, Fort +4, Ref +9, Will +1; Str 14, Dex 20, Con 16, Int 6, Wis 11, Cha 11.

Skills: Listen +5, Spot +6.

Feats: Evasion, Dodge, Move-by Attack, Improved Initiative, Attack Finesse, Aerial Combat, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation), Extra Reach (+5 ft.), Extra Limb, Extra Attack (2 Slams, P).

Powers: Super-Dexterity +2, Natural Weapon +2 (Slam), Flight +20 (Extras: Improved Maneuverability x3 (perfect)), Amazing Save: Damage +4, Amazing Save: Reflex +2, Amazing Save: Fortitude +1 (Extra: Will), Protection +5, Whirlwind +4 (Effect: Snare that is mobile around user, ensnared foes are pulled along in its wake, Extras: Area, Sustained, Obscure (Flaw: Partial Concealment), Partial Extra: Energy Field +2, Flaws: Reduced Range (centered on user), Focus required, cannot take other actions, other than a Half-Action as Movement, while Whirlwind is sustained.).

[Used an 8 HD large Air Elemental as base.  At 12 HD, add +3 Atk and AS: Ref, Fort & Will +1.]

 

Air Elemental, huge: Huge Elemental; Init +13 (+5 Dex, +4 Super-Dexterity, +4 Improved Initiative); Defense 17 (-2 size, +5 Dex, +4 Super-Dex); Spd Fly 100 ft. (perfect); Atk +11/+11 melee (+6 dmg, slam); SV Dam +8, Fort +6, Ref +13, Will +2; Str 18, Dex 20, Con 18, Int 6, Wis 11, Cha 11.

Skills: Listen +11, Spot +12.

Feats: Talented (Listen & Spot), Evasion, Dodge, Move-by Attack, Improved Initiative, Attack Finesse, Aerial Combat, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation), Extra Reach x2 (+10 ft.), Extra Limb, Extra Attack (2 Slams, P), Whirlwind Attack.

Powers: Super-Dexterity +4, Natural Weapon +2 (Slam), Flight +20 (Extras: Improved Maneuverability x3 (perfect)), Amazing Save: Damage +4, Amazing Save: Reflex +4, Amazing Save: Fortitude +2 (Extra: Will), Protection +5, Whirlwind +5 (Effect: Snare that is mobile around user, ensnared foes are pulled along in its wake, Extras: Area, Sustained, Obscure (Flaw: Partial Concealment), Partial Extra: Energy Field +2, Flaws: Reduced Range (centered on user), Focus required, cannot take other actions, other than a Half-Action as Movement, while Whirlwind is sustained.).

[Used a 16 HD huge Air Elemental as base.  At 20 HD, add +2 Atk and AS: Ref, Fort & Will +1.]

 

Air Elemental, Greater: Huge Elemental; Init +14 (+5 Dex, +5 Super-Dexterity, +4 Improved Initiative); Defense 18 (-2 size, +5 Dex, +5 Super-Dex); Spd Fly 100 ft. (perfect); Atk +14/+14 melee (+7 dmg, slam); SV Dam +12, Fort +7, Ref +15, Will +5; Str 20, Dex 20, Con 18, Int 8, Wis 11, Cha 11.

Skills: Listen +14, Spot +14.

Feats: Talented (Listen & Spot), Evasion, Dodge, Move-by Attack, Improved Initiative, Attack Finesse, Aerial Combat, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation), Extra Reach x2 (+10 ft.), Extra Limb, Extra Attack (2 Slams, P), Whirlwind Attack, Iron Will, Power Attack, Blind-Fight.

Powers: Super-Dexterity +5, Natural Weapon +2 (Slam), Flight +20 (Extras: Improved Maneuverability x3 (perfect)), Amazing Save: Damage +8, Amazing Save: Reflex +5, Amazing Save: Fortitude +3 (Extra: Will), Protection +10, Whirlwind +6 (Effect: Snare that is mobile around user, ensnared foes are pulled along in its wake, Extras: Area, Sustained, Obscure (Flaw: Partial Concealment), Partial Extra: Energy Field +2, Flaws: Reduced Range (centered on user), Focus required, cannot take other actions, other than a Half-Action as Movement, while Whirlwind is sustained.).

[Used a 22 HD huge Greater Air Elemental as base.]

 

Air Elemental, Elder: Huge Elemental; Init +15 (+5 Dex, +6 Super-Dexterity, +4 Improved Initiative); Defense 19 (-2 size, +5 Dex, +6 Super-Dex); Spd Fly 100 ft. (perfect); Atk +14/+14 melee (+7 dmg, slam); SV Dam +12, Fort +8, Ref +17, Will +6; Str 20, Dex 20, Con 18, Int 10, Wis 11, Cha 11.

Skills: Listen +29, Spot +29.

Feats: Talented (Listen & Spot), Evasion, Dodge, Move-by Attack, Improved Initiative, Attack Finesse, Aerial Combat, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation), Extra Reach x2 (+10 ft.), Extra Limb, Extra Attack (2 Slams, P), Whirlwind Attack, Iron Will, Power Attack, Blind-Fight, Takedown Attack.

Powers: Super-Strength +1, Super-Dexterity +6, Natural Weapon +2 (Slam), Flight +20 (Extras: Improved Maneuverability x3 (perfect)), Amazing Save: Damage +8, Amazing Save: Reflex +6, Amazing Save: Fortitude +4 (Extra: Will), Protection +10, Whirlwind +6 (Effect: Snare that is mobile around user, ensnared foes are pulled along in its wake, Extras: Area, Sustained, Obscure (Flaw: Partial Concealment), Partial Extra: Energy Field +2, Flaws: Reduced Range (centered on user), Focus required, cannot take other actions, other than a Half-Action as Movement, while Whirlwind is sustained.).

[Used a 24 HD huge Elder Air Elemental as base.  At 36 HD add +6 Atk, +3 Ref SV and +2 Fort & Will SVs.  At 48 HD add +12 Atk, +6 Ref SV and +4 Fort & Will SVs.]

 

Earth Elemental, small: Small Elemental; Init -1 (-1 Dex); Defense 10 (+1 size, -1 Dex); Spd 20 ft.; Atk +5 melee (+4 dmg, slam); SV Dam +8, Fort +2, Ref –1, Will +0; Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11.

Skills: Listen +3, Spot +2.

Feats: Power Attack, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation), Instant Stand, Improved Bull Rush*, Earth Mastery#.

Powers: Natural Weapon +1 (Slam), Tunneling +4, Amazing Save: Damage +7, Amazing Save: Fortitude +1.

[Used a 2 HD small Earth Elemental as base.]

 

Earth Elemental, medium: Medium Elemental; Init -1 (-1 Dex); Defense 9 (-1 Dex); Spd 20 ft.; Atk +7 melee (+6 dmg, slam); SV Dam +12, Fort +4, Ref –1, Will +0; Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11.

Skills: Listen +4, Spot +3.

Feats: Takedown Attack, Power Attack, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation), Instant Stand, Improved Bull Rush*, Earth Mastery#.

Powers: Natural Weapon +1 (Slam), Tunneling +4, Amazing Save: Damage +9, Amazing Save: Fortitude +1.

[Used a 4 HD medium Earth Elemental as base.  At 6 HD, add +1 Atk and +1 AS: Ref & Will.]

 

Earth Elemental, large: Large Elemental; Init -1 (-1 Dex); Defense 8 (-1 size, -1 Dex); Spd 20 ft.; Atk +8/+8 melee (+9 dmg, slam); SV Dam +14, Fort +6, Ref +0, Will +1; Str 20, Dex 8, Con 19, Int 6, Wis 11, Cha 11.

Skills: Listen +6, Spot +5.

Feats: Takedown Attack, Rapid Takedown, Power Attack, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation), Extra Reach (+5 ft.), Extra Limb, Extra Attack (2 Slams P), Instant Stand, Improved Bull Rush*, Earth Mastery#.

Powers: Super-Strength +2, Natural Weapon +2 (Slam), Tunneling +4, Amazing Save: Damage +10, Amazing Save: Fortitude +2, Amazing Save: Reflex (Extra: Will) +1, Protection +5.

[Used an 8 HD large Earth Elemental as base.  At 12 HD, add +2 Atk and +1 AS: Fort, Ref & Will.]

 

Earth Elemental, huge: Huge Elemental; Init -1 (-1 Dex); Defense 7 (-2 size, -1 Dex); Spd 30 ft.; Atk +11/+11 melee (+12 dmg, slam); SV Dam +16, Fort +9, Ref +2, Will +5; Str 20, Dex 8, Con 20, Int 6, Wis 11, Cha 11.

Skills: Listen +10, Spot +9.

Feats: Takedown Attack, Rapid Takedown, Power Attack, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation), Extra Reach x2 (+10 ft.), Extra Limb, Extra Attack (2 Slams P), Instant Stand, Improved Bull Rush*, Iron Will, Earth Mastery#.

Powers: Super-Strength +4, Natural Weapon +3 (Slam), Tunneling +6, Amazing Save: Damage +11, Amazing Save: Fortitude +4, Amazing Save: Reflex (Extra: Will) +3, Protection +5.

[Used a 16 HD large Earth Elemental as base.  At 20 HD, add +2 Atk and +1 AS: Fort, Ref & Will.]

 

Earth Elemental, Greater: Huge Elemental; Init -1 (-1 Dex); Defense 7 (-2 size, -1 Dex); Spd 30 ft.; Atk +14/+14 melee (+13 dmg, slam); SV Dam +18, Fort +10, Ref +2, Will +5; Str 20, Dex 8, Con 20, Int 8, Wis 11, Cha 11.

Skills: Listen +14, Spot +14.

Feats: Talented (Listen & Spot), Takedown Attack, Rapid Takedown, Power Attack, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation), Extra Reach x2 (+10 ft.), Extra Limb, Extra Attack (2 Slams P), Instant Stand, Improved Bull Rush*, Iron Will, Earth Mastery#.

Powers: Super-Strength +5, Natural Weapon +3 (Slam), Tunneling +6, Amazing Save: Damage +13, Amazing Save: Fortitude +5, Amazing Save: Reflex (Extra: Will) +3, Protection +10.

[Used a 22 HD huge Greater Earth Elemental as base.]

 

Earth Elemental, Elder: Huge Elemental; Init -1 (-1 Dex); Defense 7 (-2 size, -1 Dex); Spd 30 ft.; Atk +15/+15 melee (+14 dmg, slam); SV Dam +20, Fort +11, Ref +3, Will +6; Str 20, Dex 8, Con 20, Int 10, Wis 11, Cha 11.

Skills: Listen +29, Spot +29.

Feats: Talented (Listen & Spot), Takedown Attack, Rapid Takedown, Power Attack, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation), Extra Reach x2 (+10 ft.), Extra Limb, Extra Attack (2 Slams P), Instant Stand, Improved Bull Rush*, Iron Will, Improved Critical (Slam), Earth Mastery#.

Powers: Super-Strength +6, Natural Weapon +3 (Slam), Tunneling +6, Amazing Save: Damage +15, Amazing Save: Fortitude +6, Amazing Save: Reflex (Extra: Will) +4, Protection +10.

[Used a 24 HD huge Elder Earth Elemental as base.  At 36 HD, add +6 Atk, +3 AS: Fortitude and +2 AS: Ref & Will SVs.  At 48 HD, add +12 Atk, +6 AS: Fortitude and +4 AS: Ref & Will SVs.]

 

[*Improved Bull Rush – automatically gains Charge bonus of +2 to a Bull Rush attack, even if not Charging, and moves target back twice as far based on a successful Str check.]

[#Earth Mastery – gains +1 to Atk and Dmg when both it and it’s target are on the ground.  It has a -4 to Atk and Dmg against a target that is airborne, or in the water.]

 

Fire Elemental, small: Small Elemental; Init +5 (+1 Dex, +4 Improved Initiative); Defense 12 (+1 size, +1 Dex); Spd 50 ft.; Atk +3 melee (+0S dmg, slam, +0L dmg, fire); SV Dam +3, Fort +0, Ref +2, Will +0; Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11.

Skills: Listen +2, Spot +3.

Feats: Dodge, Improved Initiative, Attack Finesse, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation, fire).

Powers: Energy Field +0 (Fire, Lethal), Running +4, Amazing Save: Damage +3, Amazing Save: Reflex +1.

Weakness: Vulnerability (Cold).

[Used a 2 HD small Fire Elemental as base.]

 

Fire Elemental, medium: Medium Elemental; Init +7 (+3 Dex, +4 Improved Initiative); Defense 13 (+3 Dex); Spd 50 ft.; Atk +5 melee (+2S dmg, slam, +1L dmg, fire); SV Dam +5, Fort +2, Ref +4, Will +0; Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11.

Skills: Listen +3, Spot +4.

Feats: Dodge, Improved Initiative, Attack Finesse, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation, fire).

Powers: Natural Weapon +1 (Slam), Energy Field +1 (Fire, Lethal), Running +4, Amazing Save: Damage +3, Amazing Save: Reflex +1.

Weakness: Vulnerability (Cold).

[Used a 4 HD medium Fire Elemental as base.  At 6 HD, add +1 Atk and +1 AS: Fort & Will.]

 

Fire Elemental, large: Large Elemental; Init +9 (+5 Dex, +4 Improved Initiative); Defense 14 (-1 size, +5 Dex); Spd 50 ft.; Atk +8/+8 melee (+4S dmg, slam, +2L dmg, fire); SV Dam +8, Fort +4, Ref +7, Will +1; Str 14, Dex 20, Con 16, Int 6, Wis 11, Cha 11.

Skills: Listen +5, Spot +6.

Feats: Dodge, Improved Initiative, Attack Finesse, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation, fire), Evasion, Extra Reach (+5 ft.), Extra Limb, Extra Attack (2 Slams P).

Powers: Natural Weapon +2 (Slam), Energy Field +2 (Fire, Lethal, Extra: Continuing Damage*), Running +4, Amazing Save: Damage +4, Amazing Save: Reflex +2, Amazing Save: Fortitude +1 (Extra: Will), Protection +5.

Weakness: Vulnerability (Cold).

[Used an 8 HD large Fire Elemental as base.  At 12 HD, add +2 Atk and +1 AS: Ref, Fort & Will.]

 

Fire Elemental, huge: Huge Elemental; Init +11 (+5 Dex, +2 Super-Dex, +4 Improved Initiative); Defense 15 (-2 size, +5 Dex, +2 Super-Dex); Spd 60 ft.; Atk +11/+11 melee (+6S dmg, slam, +2L dmg, fire); SV Dam +8, Fort +6, Ref +11, Will +4; Str 18, Dex 20, Con 18, Int 6, Wis 11, Cha 11.

Skills: Listen +11, Spot +12.

Feats: Dodge, Improved Initiative, Attack Finesse, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation, fire), Evasion, Extra Reach x2 (+10 ft.), Extra Limb, Extra Attack (2 Slams P), Iron Will, Talented (Listen & Spot), Whirlwind Attack.

Powers: Super-Dexterity +2, Natural Weapon +2 (Slam), Energy Field +2 (Fire, Lethal, Extra: Continuing Damage*), Running +6, Amazing Save: Damage +4, Amazing Save: Reflex +4, Amazing Save: Fortitude +2 (Extra: Will), Protection +5.

Weakness: Vulnerability (Cold).

[Used a 16 HD huge Fire Elemental as base.  At 20 HD, add +2 Atk and +1 AS: Ref, Fort & Will.]

 

Fire Elemental, Greater: Huge Elemental; Init +12 (+5 Dex, +3 Super-Dex, +4 Improved Initiative); Defense 16 (-2 size, +5 Dex, +3 Super-Dex); Spd 60 ft.; Atk +15/+15 melee (+7S dmg, slam, +2L dmg, fire); SV Dam +12, Fort +7, Ref +13, Will +5; Str 20, Dex 20, Con 18, Int 6, Wis 11, Cha 11.

Skills: Listen +14, Spot +14.

Feats: Dodge, Improved Initiative, Attack Finesse, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation, fire), Evasion, Extra Reach x2 (+10 ft.), Extra Limb, Extra Attack (2 Slams P), Iron Will, Talented (Listen & Spot), Whirlwind Attack, Blind-Fight, Attack Focus (Slam).

Powers: Super-Dexterity +3, Natural Weapon +2 (Slam), Energy Field +2 (Fire, Lethal, Extra: Continuing Damage*), Running +6, Amazing Save: Damage +8, Amazing Save: Reflex +5, Amazing Save: Fortitude +3 (Extra: Will), Protection +10.

Weakness: Vulnerability (Cold).

[Used a 22 HD Greater Fire Elemental as base.]

 

Fire Elemental, Elder: Huge Elemental; Init +13 (+5 Dex, +4 Super-Dex, +4 Improved Initiative); Defense 17 (-2 size, +5 Dex, +4 Super-Dex); Spd 60 ft.; Atk +16/+16 melee (+8S dmg, slam, +2L dmg, fire); SV Dam +12, Fort +10, Ref +15, Will +6; Str 20, Dex 20, Con 18, Int 6, Wis 11, Cha 11.

Skills: Listen +28, Spot +29.

Feats: Dodge, Improved Initiative, Attack Finesse, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation, fire), Evasion, Extra Reach x2 (+10 ft.), Extra Limb, Extra Attack (2 Slams P), Iron Will, Talented (Listen & Spot), Whirlwind Attack, Blind-Fight, Attack Focus (Slam), Great Fortitude.

Powers: Super-Strength +1, Super-Dexterity +4, Natural Weapon +2 (Slam), Energy Field +2 (Fire, Lethal, Extra: Continuing Damage*), Running +6, Amazing Save: Damage +8, Amazing Save: Reflex +6, Amazing Save: Fortitude +4 (Extra: Will), Protection +10.

Weakness: Vulnerability (Cold).

[Used a 24 HD Elder Fire Elemental as base.  At 36 HD, add +6 Atk, +3 AS: Fortitude and +2 AS: Ref & Will SVs.  At 48 HD, add +12 Atk, +6 AS: Fortitude and +4 AS: Ref & Will SVs.]

 

[*Continuing Damage Extra.  On the round after a successful hit, the target must save against another attack at ½ ranks (round down).]

 

Water Elemental, small: Small Elemental; Init +0; Defense 11 (+1 size); Spd 20 ft., swim 90 ft.; Atk +4 melee (+3S dmg, slam); SV Dam +7, Fort +2, Ref +0, Will +0; Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11.

Skills: Listen +2, Spot +3.

Feats: Power Attack, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation), Underwater Combat, Amphibious.

Powers: Swimming +18, Natural Weapon +1 (Slam), Amazing Save: Damage +6, Amazing Save: Fortitude +1, Super-Skill (Swim) +8, Whirlpool +2 (Effect: Snare that is mobile around user, ensnared foes are pulled along in its wake, Extras: Area, Sustained, Suffocate, Obscure (Flaw: Partial Concealment), Flaws: Reduced Range (centered on user), Restricted – Underwater only, Limited - Focus required, cannot take other actions, other than a Half-Action as Movement, while Whirlwind is sustained.).

[Used a 2 HD small Water Elemental as base.]

 

Water Elemental, medium: Medium Elemental; Init +1 (+1 Dex); Defense 11 (+1 Dex); Spd 20 ft., swim 90 ft.; Atk +5 melee (+4S dmg, slam); SV Dam +11, Fort +4, Ref +1, Will +0; Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11.

Skills: Listen +3, Spot +4.

Feats: Takedown Attack, Power Attack, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation), Underwater Combat, Amphibious.

Powers: Swimming +18, Natural Weapon +1 (Slam), Amazing Save: Damage +8, Amazing Save: Fortitude +1, Super-Skill (Swim) +8, Whirlpool +3 (Effect: Snare that is mobile around user, ensnared foes are pulled along in its wake, Extras: Area, Sustained, Suffocate, Obscure (Flaw: Partial Concealment), Partial Extra: Energy Field +1, Flaws: Reduced Range (centered on user), Restricted – Underwater only, Limited - Focus required, cannot take other actions, other than a Half-Action as Movement, while Whirlwind is sustained.).

[Used a 4 HD medium Water Elemental as base.  At 6 HD add +1 Atk.]

 

Water Elemental, large: Large Elemental; Init +2 (+2 Dex); Defense 11 (-1 size, +2 Dex); Spd 20 ft., swim 90 ft.; Atk +8/+8 melee (+7S dmg, slam); SV Dam +13, Fort +6, Ref +3, Will +1; Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11.

Skills: Listen +5, Spot +6.

Feats: Takedown Attack, Rapid Takedown, Power Attack, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation), Extra Reach (+5 ft.), Extra Limb, Extra Attack (2 Slams P), Underwater Combat, Amphibious.

Powers: Swimming +18, Natural Weapon +2 (Slam), Amazing Save: Damage +9, Amazing Save: Fortitude +2, Amazing Save: Reflex +1 (Extra: Will), Protection +5, Super-Skill (Swim) +8, Whirlpool +4 (Effect: Snare that is mobile around user, ensnared foes are pulled along in its wake, Extras: Area, Sustained, Suffocate, Obscure (Flaw: Partial Concealment), Partial Extra: Energy Field +2, Flaws: Reduced Range (centered on user), Restricted – Underwater only, Limited - Focus required, cannot take other actions, other than a Half-Action as Movement, while Whirlwind is sustained.).

[Used an 8 HD medium Water Elemental as base.  At 12 HD add +2 Atk and +1 AS: Fort, Ref & Will.]

 

Water Elemental, huge: Huge Elemental; Init +4 (+4 Dex); Defense 12 (-2 size, +4 Dex); Spd 20 ft., swim 90 ft.; Atk +13/+13 melee (+10S dmg, slam); SV Dam +14, Fort +9, Ref +6, Will +4; Str 20, Dex 18, Con 20, Int 6, Wis 11, Cha 11.

Skills: Listen +11, Spot +12.

Feats: Takedown Attack, Rapid Takedown, Power Attack, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation), Extra Reach x2 (+10 ft.), Extra Limb, Extra Attack (2 Slams P), Talented (Listen & Spot), Iron Will, Underwater Combat, Amphibious.

Powers: Super-Strength +2, Swimming +18, Natural Weapon +3 (Slam), Amazing Save: Damage +9, Amazing Save: Fortitude +4, Amazing Save: Reflex +2 (Extra: Will), Protection +5, Super-Skill (Swim) +8, Whirlpool +5 (Effect: Snare that is mobile around user, ensnared foes are pulled along in its wake, Extras: Area, Sustained, Suffocate, Obscure (Flaw: Partial Concealment), Partial Extra: Energy Field +2, Flaws: Reduced Range (centered on user), Restricted – Underwater only, Limited - Focus required, cannot take other actions, other than a Half-Action as Movement, while Whirlwind is sustained.).

[Used a 16 HD medium Water Elemental as base.  At 20 HD add +2 Atk and +1 AS: Fort, Ref & Will.]

 

Water Elemental, Greater: Huge Elemental; Init +5 (+5 Dex); Defense 13 (-2 size, +5 Dex); Spd 20 ft., swim 90 ft.; Atk +13/+13 melee (+11S dmg, slam); SV Dam +14, Fort +10, Ref +10, Will +5; Str 20, Dex 20, Con 20, Int 8, Wis 11, Cha 11.

Skills: Listen +14, Spot +14.

Feats: Takedown Attack, Rapid Takedown, Power Attack, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation), Extra Reach x2 (+10 ft.), Extra Limb, Extra Attack (2 Slams P), Talented (Listen & Spot), Iron Will, Lightning Reflexes, Underwater Combat, Amphibious.

Powers: Super-Strength +3, Swimming +18, Natural Weapon +3 (Slam), Amazing Save: Damage +9, Amazing Save: Fortitude +5, Amazing Save: Reflex +3 (Extra: Will), Protection +10, Super-Skill (Swim) +8, Whirlpool +6 (Effect: Snare that is mobile around user, ensnared foes are pulled along in its wake, Extras: Area, Sustained, Suffocate, Obscure (Flaw: Partial Concealment), Partial Extra: Energy Field +2, Flaws: Reduced Range (centered on user), Restricted – Underwater only, Limited - Focus required, cannot take other actions, other than a Half-Action as Movement, while Whirlwind is sustained.).

[Used a 22 HD Greater Water Elemental as base.]

 

Water Elemental, Elder: Huge Elemental; Init +6 (+5 Dex, +1 Super-Dex); Defense 13 (-2 size, +5 Dex, +1 Super-Dex); Spd 20 ft., swim 90 ft.; Atk +15/+15 melee (+12S dmg, slam); SV Dam +14, Fort +11, Ref +11, Will +6; Str 20, Dex 20, Con 20, Int 10, Wis 11, Cha 11.

Skills: Listen +29, Spot +29.

Feats: Takedown Attack, Rapid Takedown, Power Attack, Darkvision, Immunities (poison, disease, critical hits, suffocation, starvation), Extra Reach x2 (+10 ft.), Extra Limb, Extra Attack (2 Slams P), Talented (Listen & Spot), Iron Will, Lightning Reflexes, Improved Critical (Slam), Underwater Combat, Amphibious.

Powers: Super-Strength +4, Super-Dexterity +1, Swimming +18, Natural Weapon +3 (Slam), Amazing Save: Damage +9, Amazing Save: Fortitude +6, Amazing Save: Reflex +4 (Extra: Will), Protection +10, Super-Skill (Swim) +8, Whirlpool +6 (Effect: Snare that is mobile around user, ensnared foes are pulled along in its wake, Extras: Area, Sustained, Suffocate, Obscure (Flaw: Partial Concealment), Partial Extra: Energy Field +2, Flaws: Reduced Range (centered on user), Restricted – Underwater only, Limited - Focus required, cannot take other actions, other than a Half-Action as Movement, while Whirlwind is sustained.).

[Used a 24 HD Elder Water Elemental as base.  At 36 HD, add +6 Atk, +3 AS: Fortitude and +2 AS: Ref & Will SVs.  At 48 HD, add +12 Atk, +6 AS: Fortitude and +4 AS: Ref & Will SVs.]