Elementals are living spirits of earth, fire, water, or air. Below are the standard elementals, as well as their elder and small variants.
Elder: The profile lists all Traits, Derived Statistics, and Edges. The Elder elemental has the same Special Abilities as its base counterpart, with any adjustments listed.
Small: The profile lists all Traits, Derived Statistics, and Edges. The Small elemental has the same Special Abilities as its base counterpart, with any adjustments listed.
Elemental: No additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe, immune to disease and poison; ignore penalties for Illumination up to 10”.
This cloud-like creature has dark hollows reminiscent of eyes and a mouth, and a howling wind whips it into ominous shapes.
Type: Neutral Outsider (Air Elemental)
Attributes: Agility d12, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Athletics d10, Fighting d8, Notice d6, Occult d4, Shooting d8, Stealth d8
Pace: —; Parry: 6; Toughness: 10
Edges: —
Special Abilities:
Air Mastery: Airborne creatures suffer a -1 penalty to attack air elementals.
Bash: Str+d6.
Elemental: No additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe, immune to disease and poison; ignore penalties for Illumination up to 10”.
Flight: Pace 12.
Gaseous Form: Can pass through cracks in doors or windows, bubble through water, etc.
Immunity: Air or wind-based effects.
Size 4 (Large): An air elemental is 16 feet long and weighs 4 pounds. It can take one extra Wound.
Swat: Ignores 4 points of Scale penalties.
Wind Blast: Air elementals can send directed blasts of air to push their foes away. They may choose one target or a Cone Template, and use Shooting for the roll. Those affected make a Strength roll (at -2 if the elemental gets a raise) or are hurled 2d6″. Anyone who strikes a hard object (such as a wall) takes 2d4 non-lethal damage.
Attributes: Agility d12+3, Smarts d4, Spirit d8, Strength d12+2, Vigor d10
Skills: Athletics d10, Fighting d10, Intimidation d10, Notice d8, Occult d8, Shooting d10, Stealth d8
Pace: —; Parry: 7; Toughness: 15
Edges: Extraction, Frenzy, Quick
Special Abilities:
Air Mastery: Airborne creatures suffer a -1 penalty to attack air elementals.
Bash: Str+d6, AP 2.
Elemental: No additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe, immune to disease and poison; ignore penalties for Illumination up to 10”.
Flight: Pace 12.
Gaseous Form: Can pass through cracks in doors or windows, bubble through water, etc.
Immunity: Air or wind-based effects.
Size 8 (Huge): An elder air elemental is 40 feet long and weighs 12 lbs. It can take two extra Wounds.
Swat: Ignores 4 points of Scale penalties.
Wind Blast: Air elementals can send directed blasts of air to push their foes away. They may choose one target or a Cone Template, and use Shooting for the roll. Those affected make a Strength roll (at -2 if the elemental gets a raise) or are hurled 2d6″. Anyone who strikes a hard object (such as a wall) takes 2d4 non-lethal damage.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d6, Occult d4, Shooting d6, Stealth d8
Pace: —; Parry: 5; Toughness: 4
Special Abilities:
Air Mastery: Airborne creatures suffer a -1 penalty to attack air elementals.
Bash: Str+d6.
Elemental: No additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe, immune to disease and poison; ignore penalties for Illumination up to 10”.
Flight: Pace 12.
Gaseous Form: Can pass through cracks in doors or windows, bubble through water, etc.
Immunity: Air or wind-based effects.
Size -1: A small air elemental is 4 feet long and weighs 1 lbs.
Swat: Ignores 4 points of Scale penalties.
Wind Blast: Air elementals can send directed blasts of air to push their foes away. They may choose one target or a Cone Template, and use Shooting for the roll. Those affected make a Strength roll (at -2 if the elemental gets a raise) or are hurled 2d6″. Anyone who strikes a hard object (such as a wall) takes 2d4 non-lethal damage.
This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes.
Type: Neutral Outsider (Earth Elemental)
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d12+1, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d6, Occult d4, Stealth d6
Pace: 5; Parry: 6; Toughness: 12 (2)
Edges: —
Special Abilities:
Armor +2: Rocky hide.
Bash: Str+d6.
Burrow (5″): Earth elementals can meld into and out of the ground.
Earth Mastery: An earth elemental gets a free reroll on attack and damage rolls if both it and its target are touching the ground.
Elemental: No additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe, immune to disease and poison; ignore penalties for Illumination up to 10”.
Immunity: Immune to earth-based attacks (including thrown stones or powers with earth, mud, stone, or sand Trappings).
Size 4 (Large): An earth elemental is 16 feet long and weighs 6,000 pounds. It can take one extra Wound.
Swat: Ignores 4 points of Scale penalties.
Attributes: Agility d4, Smarts d4, Spirit d8, Strength d12+4, Vigor d8
Skills: Athletics d6, Fighting d10, Notice d8, Occult d8, Stealth d6
Pace: 5; Parry: 7; Toughness: 16 (2)
Edges: Sweep
Special Abilities:
Armor +2: Rocky hide.
Bash: Str+d6, AP 2.
Burrow (5″): Earth elementals can meld into and out of the ground.
Earth Mastery: An earth elemental gets a free reroll on attack and damage rolls if both it and its target are touching the ground.
Elemental: No additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe, immune to disease and poison; ignore penalties for Illumination up to 10”.
Immunity: Immune to earth-based attacks (including thrown stones or powers with earth, mud, stone, or sand Trappings).
Size 8 (Huge): An elder earth elemental is 40 feet long and weighs 60,000 lbs. It can take two extra Wounds.
Swat: Ignores 4 points of Scale penalties.
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d6, Notice d6, Occult d4, Stealth d6
Pace: 5; Parry: 5; Toughness: 7 (2)
Special Abilities:
Armor +2: Rocky hide.
Bash: Str+d6.
Burrow (5″): Earth elementals can meld into and out of the ground.
Earth Mastery: An earth elemental gets a free reroll on attack and damage rolls if both it and its target are touching the ground.
Elemental: No additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe, immune to disease and poison; ignore penalties for Illumination up to 10”.
Immunity: Immune to earth-based attacks (including thrown stones or powers with earth, mud, stone, or sand Trappings).
Size -1: A small earth elemental is 4 feet long and weighs 80 lbs.
Swat: Ignores 4 points of Scale penalties.
This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn.
Type: Neutral Outsider (Fire Elemental)
Attributes: Agility d12, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d8, Intimidate d6, Notice d6, Occult d4
Pace: 8; Parry: 6; Toughness: 9
Edges: —
Special Abilities:
Bash: Str+d6.
Burn: Anyone hit by a fire elemental's bash must make an Evasion roll or catch fire, taking 2d6 initial damage.
Elemental: No additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe, immune to disease and poison; ignore penalties for Illumination up to 10”.
Environmental Weakness: Cold.
Immunity: Fire.
Size 4 (Large): This fire elemental is 16 feet long and weighs 4 pounds. It can take one extra Wound.
Swat: Ignores 4 points of Scale penalties.
Attributes: Agility d12+1, Smarts d4, Spirit d8, Strength d12+2, Vigor d10
Skills: Athletics d6, Fighting d10, Intimidation d10, Notice d8, Occult d8
Pace: 8; Parry: 7; Toughness: 15
Edges: Extraction, Frenzy
Special Abilities:
Bash: Str+d6, AP 2.
Burn: Anyone hit by a fire elemental's bash must make an Evasion roll or catch fire, taking 2d6 initial damage.
Elemental: No additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe, immune to disease and poison; ignore penalties for Illumination up to 10”.
Environmental Weakness: Cold.
Immunity: Fire.
Size 8 (Huge): An elder fire elemental is 40 feet long and weighs 12 lbs. It can take two extra Wounds.
Swat: Ignores 4 points of Scale penalties.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Intimidate d6, Notice d6, Occult d4
Pace: 8; Parry: 5; Toughness: 4
Special Abilities:
Bash: Str+d6.
Burn: Anyone hit by a fire elemental's bash must make an Evasion roll or catch fire, taking 2d6 initial damage.
Elemental: No additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe, immune to disease and poison; ignore penalties for Illumination up to 10”.
Environmental Weakness: Cold.
Immunity: Fire.
Size -1: A small fire elemental is 4 feet long and weighs 2 lbs.
Swat: Ignores 4 points of Scale penalties.
This translucent creature’s shape shifts between a spinning column of water and a crashing wave.
Type: Neutral Outsider (Water Elemental)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d6, Occult d4, Shooting d8, Stealth d6
Pace: 5; Parry: 6; Toughness: 10
Edges: Sweep (Imp)
Special Abilities:
Aquatic: Pace 12.
Bash: Str+d6.
Drench: The elemental extinguishes any flames it comes into contact with.
Elemental: No additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe, immune to disease and poison; ignore penalties for Illumination up to 10”.
Immunity: Immune to water-based attacks.
Seep: Can squeeze through any porous gap as if it were Difficult Ground.
Size 4 (Large): This water elemental is 16 feet long and weighs 2,250 pounds. It can take one extra Wound.
Swat: Ignores 4 points of Scale penalties.
Water Blast: Water elementals can send directed blasts of water to push their foes away. They may choose one target or a Cone Template, and use Shooting for the roll. Those affected make a Strength roll (at -2 if the elemental gets a raise) or are hurled 2d6″. Anyone who strikes a hard object (such as a wall) takes 2d4 non-lethal damage.
Water Mastery: A water elemental gets a free reroll on attack and damage rolls if both it and its target are touching water.
Attributes: Agility d12, Smarts d4, Spirit d8, Strength d12+3, Vigor d8
Skills: Athletics d12, Fighting d10, Notice d8, Occult d8, Shooting d10, Stealth d6
Pace: 5; Parry: 7; Toughness: 14
Special Abilities:
Aquatic: Pace 12.
Bash: Str+d6, AP 2.
Drench: The elemental extinguishes any flames it comes into contact with.
Elemental: No additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe, immune to disease and poison; ignore penalties for Illumination up to 10”.
Immunity: Immune to water-based attacks.
Seep: Can squeeze through any porous gap as if it were Difficult Ground.
Size 8 (Huge): An elder water elemental is 40 feet long and weighs 24,000 lbs. It can take two extra Wounds.
Swat: Ignores 4 points of Scale penalties.
Water Blast: Water elementals can send directed blasts of water to push their foes away. They may choose one target or a Cone Template, and use Shooting for the roll. Those affected make a Strength roll (at -2 if the elemental gets a raise) or are hurled 2d6″. Anyone who strikes a hard object (such as a wall) takes 2d4 non-lethal damage.
Water Mastery: A water elemental gets a free reroll on attack and damage rolls if both it and its target are touching water.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d6, Notice d6, Occult d4, Shooting d6, Stealth d6
Pace: 5; Parry: 5; Toughness: 5
Special Abilities:
Aquatic: Pace 12.
Bash: Str+d6.
Drench: The elemental extinguishes any flames it comes into contact with.
Elemental: No additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe, immune to disease and poison; ignore penalties for Illumination up to 10”.
Immunity: Immune to water-based attacks.
Seep: Can squeeze through any porous gap as if it were Difficult Ground.
Size -1: A small water elemental is 4 feet long and weighs 34 lbs.
Swat: Ignores 4 points of Scale penalties.
Water Blast: Water elementals can send directed blasts of water to push their foes away. They may choose one target or a Cone Template, and use Shooting for the roll. Those affected make a Strength roll (at -2 if the elemental gets a raise) or are hurled 2d6″. Anyone who strikes a hard object (such as a wall) takes 2d4 non-lethal damage.
Water Mastery: A water elemental gets a free reroll on attack and damage rolls if both it and its target are touching water.
These large herbivores wander the plains of Golarion in family herds. Common elephants dwell in warmer climes, while mammoths inhabit colder regions, such as the northern reaches of Avistan and the Crown of the World.
Elephants are hunted for their meat and their ivory tusks. They sometimes serve as mounts and beasts of burden—or even beasts of war.
Type: Neutral Animal (Elephant, Common)
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12
Skills: Athletics d6, Fighting d8, Notice d8, Survival d6
Pace: 7; Parry: 6; Toughness: 13 (1)
Special Abilities:
Armor +1: Thick hide.
Gore: Str+d6, AP 2 (counts as horns).
Low Light Vision: Elephants ignore penalties for Dim and Dark Illumination.
Size 4 (Large): Elephants can take one extra Wound.
Swat: Ignores 4 points of Scale penalties.
Trample: Str+d8.
Type: Neutral Animal (Elephant, Mammoth)
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+4, Vigor d12
Skills: Athletics d6, Fighting d10, Notice d10, Survival d8
Pace: 7; Parry: 7; Toughness: 14 (1)
Edges: —
Special Abilities:
Armor +1: Shaggy fur.
Horns: Str+d8, AP 2.
Low Light Vision: Mammoths ignore penalties for Dim and Dark Illumination.
Size 5 (Large): Mammoths stand around 22’ tall and weighing over 6 tons. They take can take one extra Wound.
Swat: Ignores 4 points of Scale penalties.
Trample: Str+d8.
Strange and reclusive creatures, Ettercaps live among arachnids in the forests of Avistan, Varisia, and Andoran. Because of their power to befriend spiders, an Ettercap usually has a few giant spiders in its lair.
The creature walks upright like a man but bears the face a spider. Instead of hands, an ettercap’s arms end in long claws from which it casts webs. They excel at setting clever traps with their webbing.
Type: Evil Aberration (Ettercap)
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, Vigor d10
Skills: Athletics d10, Fighting d6, Notice d8, Shooting d6, Stealth d8
Pace: 6; Parry: 5; Toughness: 7
Edges: Alertness, Quick
Special Abilities:
Bite/Claws: Str+d6.
Hardy: The creature doesn't suffer a Wound from being Shaken twice.
Innate Power: Minor beast friend (spiders only).
Night Vision: Ettercaps ignore all penalties for Illumination.
Poison: The ettercap’s bite contains a Mild poison.
Traps: Ettercaps are particularly skilled at crafting cunning traps with its webs and debris.
Deadfall (Type: Mechanical; Notice: Yes, -2; Thievery: Yes -2; Effects: Walking under deadfall triggers; targets within 2” suffer 2d6 damage and are Entangled; Ettercap can reset in 5 minutes).
Noose (Type: Mechanical; Notice: Yes -2; Thievery Modifier: Yes -2; Effects: webbing tripwire triggers; target suffers 1d6 damage and is Bound; Ettercap can reset with webbing in 2 minutes).
Spear Trap (Type: Mechanical; Notice: Yes -2; Thievery: Yes -2; webbing tripwire triggers; target suffers 2d6 damage; Ettercap can reset with webbing and in 5 minutes).
Wall Walker: Ettercaps can cling to vertical and inverted surfaces at their standard Pace.
Webbing: Ettercaps can cast webs the size of Small Blast Templates as an action. This is a Shooting roll with Range 2/4/8. A hit means the victim is Entangled, or Bound with a raise.
Languages: Common.
These two-headed creatures are kin to giants. They have orc-like tusks and grimy gray skin. Ettins prefer solitude, living in secluded hilly regions with cold climes. They lair in caves and hollows throughout Golarion, but most commonly in Varisia. Adult ettins stand upwards of 15 feet tall and weigh up to 5,000 pounds.
Although not the brightest minds in the realm, ettins are skillful hunters who prefer to ambush their prey. Their two heads give them prowess in fighting with two weapons— they usually wield a flail in each hand. They are known to associate with trolls and harpies, forming temporary alliances. Ettins sometimes have orc or goblin followers, as well as dire bears as pets.
Type: Evil Humanoid (Ettin)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+1, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Fighting d8, Intimidation d6, Notice d8, Stealth d4, Survival d6
Pace: 7; Parry: 7; Toughness: 11 (2)
Edges: Ambidextrous, Block, Sweep (Imp), Two-Weapon Fighting
Gear: 2× Flail (Str+d6), thick animal pelts (+2), 2× javelin (Range 3/6/12, Damage Str+d6).
Special Abilities:
Ancestry (Giant): Low Light Vision, Reach 1, Size 4 (+1 Wound), Swat.
Hardy: The creature doesn't suffer a Wound from being Shaken twice.
Languages: Giant, Goblin, Orc.
Type: Evil Humanoid (Ettin)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+1, Vigor d8
Skills: Athletics d4, Common Knowledge d4, Fighting d10, Intimidation d6, Notice d8, Stealth d4, Survival d6
Pace: 7; Parry: 8; Toughness: 12 (2)
Edges: Ambidextrous, Block, Iron Jaw, Sweep (Imp), Two-Weapon Fighting
Gear: 2× Flail (Str+d6), thick animal pelts (+2), 2× javelin (Range 3/6/12, Damage Str+d6).
Special Abilities:
Ancestry (Giant): Low Light Vision, Reach 1, Size 4 (+1 Wound), Swat.
Hardy: The creature doesn't suffer a Wound from being Shaken twice.
Languages: Giant, Goblin, Orc.
Type: Evil Humanoid (Ettin)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+1, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Fighting d8 (+1 with flail), Intimidation d6, Notice d8, Stealth d4, Survival d6
Pace: 7; Parry: 7 or 8 (flail); Toughness: 11 (2)
Edges: Ambidextrous, Block (Imp), Sweep (Imp), Trademark Weapon (Flail), Two-Weapon Fighting
Gear: 2× Flail (Str+d6), thick animal pelts (+2), 2× javelin (Range 3/6/12, Damage Str+d6).
Special Abilities:
Ancestry (Giant): Low Light Vision, Reach 1, Size 4 (+1 Wound), Swat.
Hardy: The creature doesn't suffer a Wound from being Shaken twice.
Languages: Giant, Goblin, Orc.