Elemental Minions

Elemental Minions

Elemental Minion Traits

All elemental minions have the following traits.
Elemental Healing (Su): All elemental minions are considered to have fast healing 5 when they are fully surrounded by or immersed in their element.
Elemental Equipment (Su): Elemental minions are capable of forming the equivalent of armour, weapons, and other items from the elemental substance of which they are made. Elemental weapons have specific magical qualities depending on the type of minion; the details of these weapons are described in the individual entries. A minion’s equipment is destroyed when separated from its owner or if the minion is killed. Disarming an elemental minion only temporarily impedes the minion’s progress, as it can simply reform any lost item and continue. This is the equivalent of drawing a weapon and does not provoke an attack of opportunity. All equipment, regardless of its apparent nature, has a hardness of 10 and 15 hit points.

Air Minion     CR 4

XP 1,200
LN Large outsider (air, elemental, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +9

DEFENCE
AC 17, touch 13, flat-footed 13; (+4 Dex, +3 natural, +1 shield, -1 size)
hp 39 (6d10+6); elemental healing 5 (air)
Fort +3, Ref +9, Will +5
DR 5/—; Immune elemental traits

OFFENCE
Speed fly 90 ft. (perfect)
Melee +1 keen rapier +9/+4 (1d8+3/15-20)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 14, Dex 18, Con 12, Int 14, Wis 10, Cha 12
Base Atk +6; CMB +9; CMD 23
Feats Combat Reflexes, Flyby Attack, Weapon Finesse
Skills Acrobatics +12, Bluff +10, Diplomacy +10, Fly +18, Knowledge (planes) +11, Perception +9, Sense Motive +9, Stealth +8
Languages Auran, Common
SQ air mastery, elemental equipment
Gear elemental light shield, elemental +1 keen rapier

ECOLOGY
Environment Plane of Air
Organization solitary, pair, or squad (3-6)
Treasure none

SPECIAL ABILITIES
Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an air minion.

Earth Minion     CR 4

XP 1,200
LN Large outsider (earth, elemental, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +9

DEFENCE
AC 17, touch 10, flat-footed 16; (+1 Dex, +7 natural, -1 size)
hp 51 (6d10+18); elemental healing 5 (earth)
Fort +5, Ref +6, Will +5
DR 5/—; Immune elemental traits

OFFENCE
Speed 20 ft., burrow 40 ft.
Melee +1 mighty cleaving warhammer +9/+4 (2d6+7/×3) wielded two-handed
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 18, Dex 12, Con 16, Int 14, Wis 10, Cha 12
Base Atk +6; CMB +11 (+13 bull rush); CMD 22 (24 vs. bull rush)
Feats Cleave, Improved Bull Rush, Power Attack
Skills Appraise +11, Craft (stonemasonry) +11, Intimidate +10, Knowledge (engineering) +11, Knowledge (planes) +11, Perception +9, Sense Motive +9, Survival +9
Languages Common, Terran
SQ earth mastery, elemental equipment
Gear elemental +1 mighty cleaving warhammer

ECOLOGY
Environment Plane of Earth
Organization solitary, pair, or squad (3-6)
Treasure none

SPECIAL ABILITIES
Earth Mastery (Ex) An earth minion gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the minion takes a -4 penalty on attack and damage rolls. These modifiers are not included in the statistics block.

Fire Minion     CR 4

XP 1,200
LN Large outsider (elemental, extraplanar, fire)
Init +3; Senses darkvision 60 ft.; Perception +9

DEFENCE
AC 18, touch 13, flat-footed 14; (+3 Dex, +1 dodge, +4 natural, +1 shield, -1 size)
hp 39 (6d10+6); elemental healing 5 (fire)
Fort +3, Ref +8, Will +5
DR 5/—; Immune elemental traits

OFFENCE
Speed 40 ft.
Melee +1 flaming longsword +7/+2 (2d6+4/19-20 plus 1d6 fire), shield bash +6 (1d3+1 plus 2d4 fire and burn) or slam +6 (1d6+3 plus 2d4 fire and burn), shield bash +6 (1d3+1 plus 2d4 fire and burn)
Space 10 ft.; Reach 10 ft.
Special Attacks burn, heat

STATISTICS
Str 16, Dex 16, Con 12, Int 14, Wis 10, Cha 12
Base Atk +6; CMB +10; CMD 24
Feats Dodge, Improved Shield Bash, Two-Weapon Fighting
Skills Acrobatics +11, Bluff +10, Intimidate +10, Knowledge (planes) +11, Perception +9, Sense Motive +9, Stealth +7, Survival +9
Languages Common, Ignan
SQ elemental equipment
Gear elemental light shield, elemental +1 flaming longsword

ECOLOGY
Environment Plane of Fire
Organization solitary, pair, or squad (3-6)
Treasure none

SPECIAL ABILITIES
Burn (Ex) When a fire minion hits with its shield bash or slam attack, the opponent must succeed on a DC 14 Reflex save or catch fire. The save DC is Constitution-based. The flame burns for 1d4 rounds if not extinguished sooner. A burning creature can use a full-round action to put out the flame.
Heat (Ex) Merely touching or being touched by a fire minion automatically deals 2d4 fire damage.

Water Minion     CR 4

XP 1,200
LN Large outsider (elemental, extraplanar, water)
Init +2; Senses darkvision 60 ft.; Perception +9

DEFENCE
AC 17, touch 11, flat-footed 15; (+2 Dex, +6 natural, -1 size)
hp 45 (6d10+12); elemental healing 5 (water)
Fort +4, Ref +7, Will +5
DR 5/—; Immune elemental traits

OFFENCE
Speed 30 ft., swim 90 ft.
Melee +1 merciful greataxe +10/+5 (3d6+5/×3 or 3d6+5/×3 nonlethal)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 12
Base Atk +6; CMB +10 (+12 overrun); CMD 22 (24 vs. overrun)
Feats Improved Overrun, Power Attack, Weapon Focus (greataxe)
Skills Acrobatics +11, Bluff +10, Diplomacy +10, Knowledge (planes) +11, Perception +9, Sense Motive +9, Stealth +7, Swim +20
Languages Aquan, Common
SQ elemental equipment, water mastery
Gear elemental +1 merciful greataxe

ECOLOGY
Environment Plane of Water
Organization solitary, pair, or squad (3-6)
Treasure none

SPECIAL ABILITIES
Water Mastery (Ex) A water minion gains a +1 bonus on attack and damage rolls if both it and its foe are touching water. If an opponent is touching the ground, the minion takes a -4 penalty on attack and damage rolls. These modifiers are not included in the statistics block.

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