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1!![[center: [-[[Characters/{{Pathfinder}} Index]] | [[Characters/PathfinderPlayableRaces Playable Races]] | [[Characters/PathfinderMonsters Monsters]] ([[Characters/PathfinderHumanoids Humanoids]] | [[Characters/PathfinderAnimals Animals]] | [[Characters/PathfinderBeasts Beasts]] | [[Characters/PathfinderPlants Plants]] | [[Characters/PathfinderFungi Fungi]] | [[Characters/PathfinderFey Fey]] | [[Characters/PathfinderDragons Dragons]] | [[Characters/PathfinderAberrations Aberrations]] | [[Characters/PathfinderConstructs Constructs]] | [[Characters/PathfinderOozes Oozes]] | [[Characters/PathfinderUndead Undead]] | [[Characters/PathfinderSpirits Spirits]] | '''Elementals''' | [[Characters/PathfinderEthereal Ethereal]] | [[Characters/PathfinderShadow Shadow]] | [[Characters/PathfinderVitality Vitality]] | [[Characters/PathfinderVoid Void]] | [[Characters/PathfinderDream Dream]] | [[Characters/PathfinderTime Time]] | [[Characters/PathfinderAstral Astral]] | [[Characters/PathfinderCelestials Celestials]] | [[Characters/PathfinderMonitors Monitors]] | [[Characters/PathfinderFiends Fiends]])]]-]
2
3This page is part of the character sheet for ''TabletopGame/{{Pathfinder}}'', covering '''Elemental''' creatures.
4
5For tropes pertaining to elementals in ''TabletopGame/{{Starfinder}}'', see Characters/StarfinderOutsiders.
6
7[[foldercontrol]]
8
9[[folder:Primal Elemental]]
10->'''Level:''' Varies
11->'''Alignment:''' TrueNeutral
12->'''Size:''' Small to Huge
13
14The primal denizens of the Elemental Planes, there are elementals representing the six elements and the various combinations thereof.
15----
16* ElementalEmbodiment: Elementals are native to the Elemental Planes, and are entirely composed of one of the six elements (air, earth, fire, metal, water, wood) and combinations thereof. They can roughly be divided into four types: primal elementals (simple manifestations of their element who resemble humanoids, or trees in case of wood elementals), elemental creatures (who look and behave like animals and beasts from the Universe, despite their lack of animalistic instincts), civilised elementals (who have their own specific cultures and personalities) and monstrous elementals (who have complex ecologies and societies).
17* ElementalPowers: Each elemental holds power over its respective element.
18* EvilLivingFlames: Mythic fire elementals are described as living fragments of the first flames of the Elemental Plane of Fire, and greatly enjoy scattering flammable mortal foes to set them alight one by one.
19* MonsterOrganTrafficking: Matter harvested from elementals can be used in crafting a variety of magic items related to their element or energy damage type.
20* {{Planimal}}: Wood elementals might resemble animals but are still plants, and their life cycles reflect it.
21* RockMonster: Earth elementals resemble masses of earth and boulders in roughly humanoid or animal shapes.
22* TrueNeutral: Even the ones smart enough to do so generally don't concern themselves with morality.%%In-universe
23* WhenTreesAttack: A primal wood elemental consists of dozens of genetically identical trunks united within the same root system, and looks like a small arboretum at rest.
24[[/folder]]
25
26[[folder:Boiling Spring]]
27->'''Level:''' 13
28->'''Size:''' Large
29----
30* DefeatEqualsExplosion: If a boiling spring is destroyed with cold damage, its body freezes over and explodes, sending out a wave of frigid air and ice shards.
31[[/folder]]
32
33[[folder:Elemental Vessel]]
34[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/elementalvessel_water.png]]
35->'''Level:''' 16
36->'''Alignment:''' TrueNeutral
37->'''Size:''' Large
38----
39* PowersAsPrograms: Each member of the spell circle that creates an elemental vessel must contribute at least one spell to the elemental vessel. The vessel becomes able to use that spell, while the spellcaster loses access to a spell slot until the elemental vessel dies or becomes unable to this spell.
40[[/folder]]
41
42[[folder:Genie]]
43The most powerful races that tend to be extant on a given Elemental Plane, genies are vaguely humanoid beings who possess legendary power, craftsmanship and knowledge.
44----
45* OurGeniesAreDifferent: Genies are formed of elemental matter and are one of the first species to attain sapience. Over time, those who moved from the Universe to the elemental planes found their matter replaced with those elements. Genie societies are tribalistic and usually led by an old, wise and powerful individual titled shuyookh. Genie shuyookhs practise rituals that allow them to grant wishes to other creatures; janns are the only species that possess the inborn power to do so (despite being the weakest mainline genie species).
46* ThreeWishes: Most janns and genie shuyookhs can grant up to three wishes per year, and are sometimes captured by other creatures for this purpose. Once a shuyookh grants a third wish to a single creature, they are freed from service to that creature forever.
47
48!!Gennayn
49->'''Level:''' 2
50->'''Alignment:''' TrueNeutral
51->'''Size:''' Medium
52----
53* NoBiologicalSex: Gennayn can appear as male or female, but have no sex and do not breed.
54* SizeShifter: A jocta can shift its size between Tiny and Small.
55
56!!Jann
57->'''Level:''' 4 (standard), 9 (shuyookh)
58->'''Alignment:''' TrueNeutral
59->'''Size:''' Medium
60----
61* AllYourPowersCombined: {{Zigzagged|Trope}}. Jann are made of all six elements, but they are actually the weakest genies.
62* ElementalWeapon: Janns can upon all of the elements that make up their being to empower their strikes with the element.
63* WhatMeasureIsANonSuper: They are the weakest of the genies and generally not well respected by their kin.
64
65!!Jaathoom
66[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/genie_djinni.png]]
67->'''Level:''' 5 (standard), 10 (shuyookh)
68->'''Alignment:''' ChaoticGood
69->'''Size:''' Large
70----
71* BlowYouAway: They are air elemental creatures.
72* GoodIsImpotent: They are ChaoticGood, but generally less powerful than their evil counterparts.%%In-universe
73
74!!Kizidhar
75->'''Level:''' 6 (standard), 11 (shuyookh)
76->'''Size:''' Large
77----
78* PlantPerson: Kizidhars look like walking trees, with branches twisting to form arms, faces and other features.
79* PracticalTaunt: A kizidhar shuyookh can plant a desire for greatness in the mind of another creature, compelling the target to focus its attacks either on the kizidhar or on the opponent it perceives to be the biggest threat.
80
81!!Jabali
82[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/genie_shaitan.png]]
83->'''Level:''' 7 (standard), 12 (shuyookh)
84->'''Alignment:''' LawfulNeutral
85->'''Size:''' Large
86----
87* DishingOutDirt: They are earth elemental creatures.
88* LiteralGenie: Jabali shuyookhs fulfil wishes to the letter, in the most straightforward way possible.
89
90!!Ifrit
91->'''Level:''' 9 (standard), 14 (shuyookh)
92->'''Alignment:''' LawfulEvil
93->'''Size:''' Large
94----
95* AristocratsAreEvil: All genies are fairly articulate and upper-crust, but ifrits are also incredibly cruel.
96* BigRedDevil: Between their bright red skin, horns and cruel and tyrannical natures, they embody this trope much more closely than any of the setting's actual fiends.
97* HornedHumanoid: They have small red-black horns growing from their foreheads.
98* JackassGenie: When asked to fulfil a wish, an ifrit shuyookh subverts the wish-maker's true intentions, twisting the phrasing to maximise suffering.
99* PlayingWithFire: They are fire elemental creatures.
100* PragmaticVillainy: Pretty much inevitable, considering that they are some of the only evil outsiders who aren't literally MadeOfEvil. They're just [[{{Jerkass}} assholes]].
101* SlaveryIsASpecialKindOfEvil: They are the most infamous slavers in the universe.
102
103!!Zuhra
104[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/genie_zuhra.png]]
105->'''Level:''' 8 (standard), 13 (shuyookh)
106->'''Size:''' Large
107----
108* AttackReflector: When hit by electricity, a zuhra conducts the electricity through their body, redirecting a bolt at one target they can see.
109* AttentionWhore: Zuhras are bold and imposing, fond of being the centre of attention and drawing a crowd.
110* LanguageBarrier: {{Exploited|Trope}}. When asked for a ''wish'', zuhra shuyookhs claim linguistic differences, brought on by the Plane of Metal's long isolation, as an excuse to misinterpret requests outlandishly.
111* MagnetismManipulation: Zuhras fly by magnetically lifting their own bodies into the air.
112
113!!Faydhaan
114[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/genie_marid.png]]
115->'''Level:''' 9 (standard), 14 (shuyookh)
116->'''Alignment:''' ChaoticNeutral
117->'''Size:''' Large
118----
119* AloofAlly: The most powerful of the genies and allies of the [[ChaoticGood djinn]], but aloof even toward other genies.%%In-universe
120* BlueAndOrangeMorality: Albeit ALighterShadeOfGray than the Shaitan.
121* MakingASplash: They are water elemental creatures.
122
123!!Black Jinni
124[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_black_jinni.png]]
125->'''Level:''' 12
126->'''Alignment:''' ChaoticEvil
127->'''Size:''' Large
128The black jinn are an accursed and forgotten tribe of genies. Bearers of ill will and bringers of destruction upon both mortals and their own kind, these hateful creatures are possessed by madness and a drive to call down ruin upon any who intrude upon their desolate sanctums.
129----
130* {{Necromancer}}: A humanoid or genie slain by a black jinni's searing touch rises as an undead spawn. Humanoids rise as zombies; jann rise as ghuls; and jaathooms, ifrits, jabalis and faydhaans rise as great ghuls.
131* ShockAndAwe: Any creature hit by a black jinni's claw attack is shocked by electricity.
132
133!!Muurfeli
134->'''Level:''' 16
135->'''Alignment:''' ChaoticNeutral
136->'''Size:''' Large
137----
138* MadeOfExplodium: A muurfeli is surrounded by swirling winds of noxious, flammable gas, which can be ignited by any fire effect, causing an explosion that deals damage to all creatures in the aura, including the muurfeli.
139
140!!Ararda
141[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ararda.png]]
142->'''Level:''' 18
143->'''Alignment:''' LawfulEvil
144->'''Size:''' Large
145----
146* ShockAndAwe: Arardas use their connection to the ground to harness the might of electricity.
147* TeleportInterdiction: Blightburn crystals infused into an ararda's body attempt to counteract any teleportation spell moving into or out of the aura's emanation.
148[[/folder]]
149
150[[folder:Mamiwa]]
151[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mamiwa.PNG]]
152->'''Level:''' 1
153->'''Alignment:''' TrueNeutral
154->'''Size:''' Tiny
155
156Mischievous and curious beings formed from the elemental energies of water and air found in powerful storms.
157----
158* ElementalWeapon: A mamiwa can join itself with a single weapon. A mamiwa cannot act while infusing an object, except to end the infusion, but does impart some of its elemental nature to whatever it inhabits.
159* {{Familiar}}: A TrueNeutral spellcaster can gain a mamiwa as a familiar.[[invoked]]
160[[/folder]]
161
162[[folder:Mudwretch]]
163->'''Level:''' 2
164->'''Alignment:''' TrueNeutral
165->'''Size:''' Medium
166----
167* BlobMonster: In its resting form, a mudwretch looks like a large puddle of thick, dark mud.
168* VampiricDraining: Sometimes, a dried mudwretch has to fulfil its need for moisture by constricting and squeezing blood from living creatures.
169[[/folder]]
170
171[[folder:Scamp]]
172[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_water_mephit.png]]
173[[caption-width-right:350:A water scamp]]
174->'''Level:''' 3
175->'''Alignment:''' TrueNeutral
176->'''Size:''' Small
177
178Scamps are the servants of powerful elemental creatures. Each is associated with one or more elements, from the core air, earth, fire, metal, water and wood, to the combinations like dust, magma, ice, ooze, salt, and steam.
179----
180* AcidAttack: A water scamp can breathe out a cone of acid.
181* ArtEvolution: The Remaster turned these creatures from winged, impish humanoids to bat-like and decidely non-humanoid critters.
182* BreathWeapon: Scamps can utilize a breath weapon associated with their element -- a cloud of abrasive grit for air scamps, a hail of rocks for earth scamps, fire for fire scamps, acid for water scamps and so on.
183* TheImp: Diminutive, winged and impish humanoids who serve as the weakest distinct elementals, and who are thus often bossed around by both mortal summoners and more powerful outsiders. Left unwatched they often cause serious mischief, but are rarely more than a nuisance for more than beginner adventurers.
184* WingedHumanoid: Pre-Remaster mephits posses wings, generally depicted as membranes extending from their arms.
185[[/folder]]
186
187[[folder:Veela]]
188->'''Level:''' 7
189->'''Alignment:''' TrueNeutral
190->'''Size:''' Medium
191----
192* ElementalWeapon: A veela's link to a particular element manifests as an overflow of energy that infuses its natural attacks and any melee weapons it holds.
193[[/folder]]
194
195[[folder:Wisp]]
196->'''Level:''' 0
197->'''Alignment:''' TrueNeutral
198->'''Size:''' Tiny
199----
200* InconsistentSpelling: The name of these creatures is spelt ''wysp'' in 1st Edition and ''wisp'' in 2nd Edition.
201* SkullForAHead: A metal wisp is a roiling sphere of rust particles and sharp metal fragments orbiting a liquid metal core that resembles the skull of a mortal, usually but not always a humanoid.
202* SuperEmpowering: All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait.
203[[/folder]]
204
205[[folder:Xocothian]]
206->'''Level:''' 4
207->'''Alignment:''' TrueNeutral
208->'''Size:''' Large
209----
210* LiteralSplitPersonality: A xocothian can transform itself into an air elemental and a water elemental for up to 7 minutes. These elementals share the same mind and can reform into the xocothian if they are adjacent to each other.
211* MixAndMatchCritters: A xocothian resembles a serpentine mix of flying fish and great seabird.
212[[/folder]]
213
214!Air
215[[folder:Aerial Servant]]
216->'''Level:''' 11
217->'''Alignment:''' TrueNeutral
218->'''Size:''' Medium
219----
220* InvisibleMonsters: Aerial servants can never be seen.
221* ProfessionalKiller: Aerial servants are generally called to the Universe as bounty hunters or assassins, using their natural invisibility and tracking skills to pursue their quarry and then strike unseen.
222[[/folder]]
223
224[[folder:Anemos]]
225->'''Level:''' 18
226->'''Alignment:''' TrueNeutral
227->'''Size:''' Medium
228----
229* HumanDisguise: Anemoi wear humanoid guises to walk among mortals without drawing undue attention.
230* AnIcePerson: An anemos who guides the north winds can send forth a blast of ice slivers.
231* MagicMusic: An anemos can use the winds themselves as wind instruments and duplicate bardic performances.
232* MoodSwinger: Many anemoi change attitudes just as quickly as the winds they guide. Pleasing an anemoi is a matter of repeatedly changing course to give them what they desire for their mercurial current interests or perceived needs.
233* SuperSmoke: An anemos can cause its body to lose its human-shaped coherence and become a formless, invisible wind.
234* TimeAbyss: Anemoi typically become elder anemoi after tending a world's winds from infancy to its destruction, which would make elder anemoi billions of years old.
235* WindsOfDestinyChange: An anemos who guides the eastern winds can use them to bring misfortune to any creatures they touch.
236[[/folder]]
237
238[[folder:Blustering Gale]]
239->'''Level:''' 11
240->'''Size:''' Gargantuan
241----
242* TheBully: Blustering gales are some of the weakest air elementals. Unwilling or unable to act effectively alone, they form into gales, using their combined power to insult and pummel those who defy them to rise above their humble origins. They sometimes serve as heralds or enforcers for other creatures, bullying and intimidating others at the behest of their overlord.
243* IShallTauntYou: Blustering gales are collectively able to mimic a few curse words or insults in every language.
244[[/folder]]
245
246[[folder:Caustic Stalker]]
247[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_caustic_stalker.PNG]]
248->'''Level:''' 7
249->'''Alignment:''' TrueNeutral
250->'''Size:''' Medium
251----
252* AcidAttack: Any creature struck by the caustic stalker, or that strikes it with a natural weapon or unarmed attack, is affected by acidic burns.
253[[/folder]]
254
255[[folder:Comozant Wyrd]]
256->'''Level:''' 5
257->'''Alignment:''' TrueNeutral
258->'''Size:''' Small
259----
260* ShockAndAwe: A comozant wyrd can shock other creatures or objects with a lightning lash.
261[[/folder]]
262
263[[folder:Despairing Pall]]
264->'''Level:''' 1
265->'''Size:''' Small
266----
267* EmotionBomb: Despairing palls cast literal and emotional shadows wherever they go. Pranksters and mischievous elementalists often summon them to rain on a rival's parade.
268[[/folder]]
269
270[[folder:Phade]]
271->'''Level:''' 7
272->'''Alignment:''' TrueNeutral
273->'''Size:''' Medium
274----
275* InvisibleMonsters: As their name would indicate, phades can never be seen.
276[[/folder]]
277
278[[folder:Living Doldrums]]
279->'''Level:''' 12
280->'''Alignment:''' NeutralEvil
281->'''Size:''' Gargantuan
282----
283* InvisibleMonsters: Living doldrums cannot be seen, but can be distinguished by an eerily still air and a barely audible hum that replaces the sound of winds. They avoid direct conflict with their victims, many of which die unaware of their presence. Only when victims become aware of the living doldrums and take action against it does the elemental resort to physical attacks.
284[[/folder]]
285
286[[folder:Melody on the Wind]]
287[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/elementalair_melodyonthewind.png]]
288->'''Level:''' 10
289->'''Alignment:''' TrueNeutral
290->'''Size:''' Huge
291----
292* MindControlMusic: A melody on the wind's sonorous chorus can mesmerise other creatures.
293* PowerCopying: A melody on the wind can copy an auditory effect created by an enemy, gaining the bonuses for itself and its allies as long as the original effect persists.
294[[/folder]]
295
296[[folder:Mihstu]]
297->'''Level:''' 8
298->'''Alignment:''' NeutralEvil
299->'''Size:''' Medium
300----
301* CruelAndUnusualDeath: When a mihstu manages to embrace a foe with its body, it drains away the victim's vital fluids at an alarming rate. These fluids churn in the creature's body for a few rounds before spattering against nearby walls or on the floor.
302[[/folder]]
303
304[[folder:Nephlei]]
305[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nephlei.png]]
306->'''Level:''' 9
307->'''Alignment:''' ChaoticNeutral
308->'''Size:''' Large
309
310Nephlei, also known as cloud nymphs, closely resemble the fey after whom they're named. Solitary and inscrutable, they make their homes within towering cloud formations in the Plane of Air and rarely interact with other beings.
311----
312* AmazingTechnicolorPopulation: They have sky-blue skin covered in curving, concentric white markings.
313* ElementalHairColors: They have pure white hair that seems to billow like clouds.
314* LightningLash: A nephlei can fashion a whip out of the air around her, which deals electric damage and dissolves if ever taken from her.
315* OurNymphsAreDifferent: They're not true nymphs or even fey, but strongly resemble them, appearing as giant, blue-skinned, pointy-eared women with skin covered in whorled white markings. They're known as cloud nymphs in-universe and are closely connected to their element, being able to command wind, clouds and lighting to a fairly extensive degree.
316* ShockAndAwe: Nephlei wield considerable control over lighting and electricity. They can naturally use several electrically-based spells such as ''lightning bolt'', ''ball lightning'' and ''lightning arc'', can create whips out static electricity and release powerful bursts of electricity when they die.
317* TakingYouWithMe: A mortally wounded nephlei releases a powerful lighting bolt before dying, which she can direct towards a specific target in an attempt to take her killer down with her.
318[[/folder]]
319
320[[folder:Picture-in-Clouds]]
321->'''Level:''' 13
322->'''Size:''' Huge
323----
324* ThatCloudLooksLike: Pictures-in-clouds represent how the shifting shapes of clouds have captivated the imaginations of mortal children, transforming into anything the Universe imagines them to be.
325[[/folder]]
326
327[[folder:Raiju]]
328->'''Level:''' 5
329->'''Alignment:''' ChaoticNeutral
330->'''Size:''' Small
331
332While native to the more electrically charged regions of the Plane of Air, raijus are often flung into the Universe by the fury of the elemental storms common where they live. Once there they take on the forms of whichever small mammals happen to be common where they land, and constantly seek to return to their native plane.
333----
334* {{Raiju}}: They're based on the mythological Japanese thunder-spirit, sharing its association with lightning and resemblance to small mammalian creatures.
335* ShockAndAwe: They can control lightning and electricity, and resemble animated balls of electrified plasma in their true forms.
336[[/folder]]
337
338[[folder:Uthul]]
339->'''Level:''' 14
340->'''Alignment:''' ChaoticEvil
341->'''Size:''' Huge
342----
343* {{Cumulonemesis}}: An uthul most often appears to be a dark, swirling cloud filled with flying debris and streaked with sudden flashes of lightning.
344* TheExile: Uthuls are almost always encountered on the Universe, and thought to be an outcast group of elementals that once dwelled on the Plane of Air. It is unclear whether their fury was the reason for their expulsion from their home or if they grew implacable after being banished.
345[[/folder]]
346
347[[folder:Veldenar]]
348->'''Level:''' 11
349->'''Alignment:''' TrueNeutral
350->'''Size:''' Huge
351----
352* AmphibianAtLarge: The veldenar is a frog-like creature that typically measures around 17 feet long and weighs about 3,000 pounds.
353* InvisibleMonsters: The veldenar's inherent invisibility and pale, almost translucent form make it one of the Plane of Air's deadliest predators.
354* VacuumMouth: A veldenar can suddenly open and expand its jaws, resulting in a sudden change in pressure that draws anything within a 15-foot cone toward its mouth.
355[[/folder]]
356
357!Earth
358
359[[folder:Agrawgh]]
360->'''Level:''' 5
361->'''Alignment:''' TrueNeutral
362->'''Size:''' Medium
363----
364* EatDirtCheap: Agrawghs eat dirt and stone and digest this food with their stomach acid.
365[[/folder]]
366
367[[folder:Ahkhat]]
368->'''Level:''' 4
369->'''Alignment:''' TrueNeutral
370->'''Size:''' Small
371----
372* GeniusLoci: An ahkhat is an elemental that dwells within a single building or structure, and exists solely to maintain and protect that structure.
373[[/folder]]
374
375[[folder:Avalanche Legion]]
376->'''Level:''' 11
377->'''Size:''' Gargantuan
378----
379* SpinAttack: An avalanche legion can spin in place to kick up a barrage of stones.
380[[/folder]]
381
382[[folder:Consonite Choir]]
383[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/consonitechoir.png]]
384->'''Level:''' 13
385->'''Alignment:''' TrueNeutral
386->'''Size:''' Gargantuan
387----
388* ArchEnemy: Consonite choirs are eager to hunt down the hated xorns, who enjoy eating immobile consonite blades.
389* StormOfBlades: A consonite choir consists of a swarm of blades which form naturally in the Plane of Earth.
390[[/folder]]
391
392[[folder:Crysmal]]
393->'''Level:''' 3
394->'''Alignment:''' TrueNeutral
395->'''Size:''' Small
396----
397* BewareMyStingerTail: A crysmal can launch its tail spike as a ranged attack that shatters when it hits.
398* CrystallineCreature: They resemble large scorpions made out of crystals.
399[[/folder]]
400
401[[folder:Crystal Strider]]
402->'''Level:''' 10
403->'''Size:''' Huge
404----
405* CrystallineCreature: A crystal strider's legs are a single enormous crystal each, usually quartz or selenite.
406[[/folder]]
407
408[[folder:Earthen Destrier]]
409->'''Level:''' 4
410->'''Alignment:''' TrueNeutral
411->'''Size:''' Large
412----
413* JoustingLance: An earthen destrier looks like the melded forequarters of a charging warhorse and a knight wielding a stone lance.
414[[/folder]]
415
416[[folder:Forgefiend]]
417->'''Level:''' 10
418->'''Alignment:''' LawfulEvil
419->'''Size:''' Large
420----
421* BellyMouth: A forgefiend has a second enormous mouth in its belly.
422* EatDirtCheap: Forgefiends gorge themselves on rich mineral veins.
423* SuperSpit: A forgefiend can belch forth a searing pile of slag from its body maw.
424[[/folder]]
425
426[[folder:Gluttonous Geode]]
427->'''Level:''' 1
428->'''Size:''' Tiny
429----
430* SuperPersistentPredator: Gluttonous geodes are bellicose and dogged when pursuing an enemy.
431[[/folder]]
432
433[[folder:Granite Glyptodont]]
434[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/elementalearth_graniteglyptodont.png]]
435->'''Level:''' 8
436->'''Alignment:''' TrueNeutral
437->'''Size:''' Large
438----
439* BewareMyStingerTail: This creature has a flail-like tail, just like real glyptodonts.
440* TakenForGranite: A blow from a granite glyptodont's tail hardens the flesh of the creature struck. After sufficient hits, the victim can be fully petrified.
441[[/folder]]
442
443[[folder:Kasesh]]
444->'''Level:''' 3
445->'''Alignment:''' LawfulNeutral
446->'''Size:''' Small
447----
448* FusionDance: When three or more kaseshi meet, their magic—and with it their very identities—combines and coalesces into something new. There's no limit to how large a gestalt might grow.
449* OnlyKnownByTheirNickname: The name ''kasesh'' was coined by scholars who have encountered them. Their true name—the one that brought them into being—is likely considerably more powerful.
450* ServantRace: Kaseshi were created by the Vault Builders as something smaller in scale than the great vault seeds so they could finish their worlds as they liked.
451[[/folder]]
452
453[[folder:Lava Lurker]]
454[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_lava_lurker.PNG]]
455->'''Level:''' 9
456->'''Alignment:''' TrueNeutral
457->'''Size:''' Medium
458
459Territorial swimmers through the molten veins that crisscross the hottest depths of mortal worlds and the Elemental Plane of Earth, lava lurkers claim active magma flows and the fiery lakes within smoldering volcanoes as their homes.
460
461Their stats can be found in ''The Emerald Spire'' or online [[http://aonprd.com/MonsterDisplay.aspx?ItemName=Lava%20Lurker here]].
462----
463* DeathActivatedSuperpower: When a lava lurker is slain, its body consumes the nearby air, creating an extinguishing vacuum.
464[[/folder]]
465
466[[folder:Lithic Locus]]
467->'''Level:''' 14
468->'''Size:''' Large
469----
470* {{Precursors}}: A lithic locus is an avatar of an extinct people that can be awakened by archaeologists. Its persona expresses its culture in all dimensions, and thus the attitudes of lithic loci vary greatly.
471[[/folder]]
472
473[[folder:Living Boulder]]
474->'''Level:''' 2
475->'''Alignment:''' TrueNeutral
476->'''Size:''' Small
477----
478* FantasticFaunaCounterpart: Living boulders have animal intelligence and fill much the same role on the Plane of Earth as herd animals do on the Universe.
479[[/folder]]
480
481[[folder:Living Sandstorm]]
482->'''Level:''' 11
483->'''Alignment:''' TrueNeutral
484->'''Size:''' Medium or Fine
485----
486* SentientSands: A living sandstorm is an elemental made out of red sand.
487[[/folder]]
488
489[[folder:Mudlord]]
490->'''Level:''' 6
491->'''Alignment:''' TrueNeutral
492->'''Size:''' Medium
493----
494* ThatsNoMoon: Because a mudlord's natural form is a loose pile of mud and it can flatten itself even further, mudlords often blend in with a depression in the earth and wait for intruders to approach.
495[[/folder]]
496
497[[folder:Onyx Scourge]]
498->'''Level:''' 16
499->'''Alignment:''' ChaoticEvil
500->'''Size:''' Huge
501----
502* CastingAShadow: An onyx scourge can channel negative energy as an evil cleric.
503* RedAndBlackAndEvilAllOver: An onyx scourge is an evil elemental whose body is laced with veins of deep red and black minerals that pulse with dark energy.
504[[/folder]]
505
506[[folder:Ozimat]]
507->'''Level:''' 11
508->'''Alignment:''' TrueNeutral
509->'''Size:''' Medium
510----
511* LivingStatue: An ozimat can merge with and take control of a body of earth or stone.
512* TakenForGranite: An incorporeal ozimat's touch can calcify and eventually petrify a living creature.
513[[/folder]]
514
515[[folder:Sandman]]
516->'''Level:''' 3
517->'''Alignment:''' NeutralEvil
518->'''Size:''' Medium
519----
520* ForcedSleep: A sandman radiates an aura that puts creatures to sleep.
521* SentientSands: A sandman's body, as its name would indicate, is made out of fine desert sand.
522[[/folder]]
523
524[[folder:Sand Sentry]]
525->'''Level:''' 6
526->'''Alignment:''' TrueNeutral
527->'''Size:''' Medium
528----
529* SentientSands: These elementals are made out of pure sand.
530[[/folder]]
531
532[[folder:Xiomorn]]
533[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_xiomorn_vault_keeper.PNG]]
534[[caption-width-right:300:A Vault Keeper]]
535[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_xiomorn_vault_builder.PNG]]
536[[caption-width-right:300:A Vault Builder]]
537->'''Level:''' 14 (Vault Keeper), 23 (Vault Builder)
538->'''Mythic Rank:''' 8 (Vault Builder)
539->'''Alignment:''' LawfulNeutral
540->'''Size:''' Medium
541
542Mysterious and ancient beings, the xiomorns travel between worlds on the material plane and establish great vaults within their depths, seeding them with pocket ecosystems as part of eon-spanning experiments whose purposes they keep a closely guarded secret.
543
544The xiomorns serve Ayrzul, the evil elemental lord of earth, but unknown to most -- including the xiomorns themselves -- they were in fact created by his ancient foe, the benevolent Sairazul.
545----
546* DealWithTheDevil: In order to take control of the xiomorns, whose mythic power he craved for himself, Ayrzul showed them a vision of their species' impending extinction, and promised to save them from this fate... if they swore fealty to his rule and sacrificed a quarter of their species to him. The xiomorns were appalled at this idea, but their fear was strong enough to convince them to offer Aryzul the combined mythic power of half their species instead, resulting in the split between the mythic Vault Builders and non-mythic Vault Keepers.
547* DishingOutDirt: As natural for creatures of elemental earth, they possess extensive powers in this area -- they can shape earth and stone, summon earth elementals and petrify targets.
548* DyingRace: Vault Builders can only be reborn through their ''Generation Stones'', and cannot reproduce naturally. A ''Generation Stone'', however, is destroyed if the Builder dies a violent death. This means that their race can never make up its losses, and their numbers have been slowly but surely falling since their creation.
549* FantasticCasteSystem: They're divided between the mythic, four-legged Vault Builders, which live essentially forever and rule over and direct their society, and the non-mythic, two-legged Vault Keepers, which serve their greater kin as servants and aides.
550* {{Precursors}}: The inhabitants of their abandoned vaults, as well as the cultures who live on the surface of the worlds they lie beneath or who simply stumble across them, know them as ancient, godlike and mysterious entities from the ancient past, who wielded immensely powerful magic to shape the world and the fates of their ancestors.
551* ResurrectiveImmortality: Vault Builders store their memories and personalities within their ''Generation Stones'', which are held within their chests and calcify and harden as the Builder approaches the end of its life. This stone remains after the body crumbles to dust and can be stored indefinitely until the xiomorns feel they need to have more active Builders, at which point they shape a body of rock around the stone and the Builder is reborn with its mind and memories intact. They can theoretically live forever in this manner.
552* ServantRace: Vault Keepers serve the more powerful Builders, aiding them in their work, fighting in their stead and managing the day-to-day maintenance of their creations. They are literally born for this role -- they cannot reproduce on their own, and are instead created as needed by the Builders.
553* TakenForGranite: They can cast ''flesh to stone'' as a spell-like ability (Vault Builders can also cast the more powerful ''statue'') and the targets of their claw attacks find their flesh turning into green crystal that can entirely overtake their bodies.
554[[/folder]]
555
556[[folder:Zaramuun]]
557->'''Level:''' 16
558->'''Alignment:''' ChaoticEvil
559->'''Size:''' Large
560----
561* TheExile: Zaramuuns were exiled from the Plane of Earth after turning to the worship of demons, who promised to give them power over other elementals.
562* SentientSands: Zaramuuns are beings of elemental sand that hide in deserts and wastelands, and disguise themselves as massive dunes before rising up to attack.
563[[/folder]]
564
565[[folder:Zarxorin]]
566->'''Level:''' 19
567->'''Alignment:''' TrueNeutral
568->'''Size:''' Gargantuan
569----
570* CircleOfStandingStones: Several weathered menhirs protrude from a zarxorin's back, resembling a circle of standing stones. An angry zarxorin can discharge the energy stored within these menhirs against its foes.
571* ThatsNoMoon: A hibernating zarxorin is often mistaken for a hill, its menhirs believed to be evidence of some ancient, sacred site. Humanoids can live peacefully near one for decades, only to be flabbergasted when the hill suddenly moves.
572[[/folder]]
573
574!Fire
575[[folder:Brochmaw]]
576->'''Level:''' 13
577->'''Size:''' Huge
578----
579* BigEater: Brochmaws are driven solely by their voracious appetites, only leaving their lairs to acquire new meals.
580* FoodChainOfEvil: Brochmaws eagerly consume geniekin of all kinds because the magical blood produces a psychedelic effect. Brochmaws think celestials are as dangerous as they are delicious, requiring a precise cooking process to avoid killing the consumer.
581* SupremeChef: Brochmaws offer cooked meat from their own mouths, which they deem extremely valuable. All who have tried brochmaw meat claim it to be a savoury roasted delight.
582[[/folder]]
583
584[[folder:Ember Fox]]
585->'''Level:''' 2
586->'''Alignment:''' NeutralGood
587->'''Size:''' Small
588----
589* BarrierWarrior: An ember fox can drape itself across an ally to protect them from fire.
590[[/folder]]
591
592[[folder:Filth Fire]]
593->'''Level:''' 4
594->'''Alignment:''' NeutralEvil
595->'''Size:''' Medium
596----
597* MuckMonster: A filth fire is a mound of burning refuse that constantly exudes smoke.
598* PoisonousPerson: The toxic rubbish that makes up a filth fire's body can be belched as poisonous fumes.
599[[/folder]]
600
601[[folder:Lava Otter]]
602->'''Level:''' 1
603->'''Size:''' Medium
604----
605* LivingLava: A lava otter's form is surrounded by lava, which burns those who touch it and hardens when in contact with water.
606* ZergRush: Entire packs of lava otters have been known to descend upon anyone who accidentally threatens a family member.
607[[/folder]]
608
609[[folder:Lerritan]]
610->'''Level:''' 21
611->'''Alignment:''' NeutralEvil
612->'''Size:''' Gargantuan
613----
614* MagmaMan: Lerritans have skin of volcanic glass and blood of roiling lava. On their back is a miniature volcano which can erupt and create a rain of lava bombs.
615* PyroManiac: Lerritans would see the world burned to a cinder.
616[[/folder]]
617
618[[folder:Magma Scorpion]]
619->'''Level:''' 8
620->'''Alignment:''' TrueNeutral
621->'''Size:''' Large
622----
623* BewareMyStingerTail: The magma scorpion has a stinging tail that can inject venom.
624* BigCreepyCrawlies: Magma scorpions are much bigger than real scorpions.
625[[/folder]]
626
627[[folder:Magmin]]
628->'''Level:''' 3
629->'''Alignment:''' ChaoticNeutral
630->'''Size:''' Small
631----
632* TheParanoiac: Magmins are paranoid and untrusting. Always fearful of the larger denizens of the Plane of Fire, magmins harangue any interlopers with dozens of questions. If the answers are unsatisfactory, the magmins try to shuffle the visitors off as quickly as possible.
633[[/folder]]
634
635[[folder:Munsahir]]
636->'''Level:''' 2
637->'''Alignment:''' LawfulNeutral
638->'''Size:''' Medium
639----
640* ElementalWeapon: Munsahirs can channel heat through metal weapons and tools.
641* FantasticCasteSystem: Each munsahir is born into a particular duty and serves this task for life. A caste system further keeps munsahir society in line.
642* MinionWithAnFInEvil: They often become SlaveMooks for more powerful and evil fire-related creatures, but are not evil themselves.
643* WreathedInFlames: An munsahir's skin radiates heat like forge fire.
644[[/folder]]
645
646[[folder:Onkushu]]
647->'''Level:''' 13
648->'''Alignment:''' ChaoticGood
649->'''Size:''' Large
650----
651* HotWings: An onkushu's wings are made of roiling flame, and its wing buffet can create a whirlwind of searing hot air.
652[[/folder]]
653
654[[folder:Rakkatak]]
655[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rast.jpg]]
656->'''Level:''' 5
657->'''Alignment:''' TrueNeutral
658->'''Size:''' Medium
659----
660* BigEater: Rakkataks possess insatiable appetites, since their meals are infrequent as they travel the expanses of the Plane of Fire.
661* MultiArmedAndDangerous: Rakkataks has a wriggling mass of claws, but can only use up to four at once.
662[[/folder]]
663
664[[folder:Salamander]]
665[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_salamander.png]]
666->'''Level:''' 6
667->'''Alignment:''' ChaoticEvil
668->'''Size:''' Medium
669
670Salamanders are wicked reptilian creatures known for the prowess in metalworking. While they're native to the Plane of Fire, many migrate to the Universe or to the Abyss, the latter due to their worship of the demon lord Flauros and their respect for demons associated with fire, especially balors.
671----
672* FierySalamander: Salamanders are a race of outsiders native to the Plane of Fire.
673* MadeASlave: Some of the stronger elemental fire races enslave salamanders for their metalworking skill and fighting prowess.
674* SnakePeople: They have the lower bodies of snakes and the upper bodies of LizardFolk.
675[[/folder]]
676
677[[folder:Solar Crow]]
678->'''Level:''' 10
679->'''Size:''' Medium
680----
681* BlindedByTheLight: A solar crow can reposition a wing to shine light onto an attacker's eyes, temporarily dazzling them.
682* VertebrateWithExtraLimbs: These elementals resemble three-legged crows.
683[[/folder]]
684
685[[folder:Sootsoldiers]]
686->'''Level:''' 10
687->'''Size:''' Gargantuan
688----
689* DashAttack: Sootsoldiers can reignite and rush across the battlefield, pouring flames and heat off themselves onto nearby creatures.
690[[/folder]]
691
692[[folder:Striding Fire]]
693->'''Level:''' 6
694->'''Alignment:''' ChaoticNeutral
695->'''Size:''' Medium
696----
697* DashAttack: A striding fire, emobyding the speed and chaos of spreading blazes, can rush at enemies to knock them prone with a wave of hot air.
698[[/folder]]
699
700[[folder:Thoqqua]]
701->'''Level:''' 2
702->'''Alignment:''' TrueNeutral
703->'''Size:''' Medium
704----
705* EatDirtCheap: Thoqquas consume ore and minerals, which their furnace-like bodies then smelt into armour plates.
706* MagmaMan: Thoqquas are creatures of elemental earth whose bodies are hot enough to melt rock.
707[[/folder]]
708
709!Metal
710[[folder:Abysium Horror]]
711->'''Level:''' 10
712->'''Size:''' Huge
713----
714* AtomicSuperpower: An abysium horror is composed of the radioactive skymetal abysium and contaminates anything it touches.
715* GiantSpider: The abysium horror is a deadly predator resembling a monstrous spider-like creature.
716* SicklyGreenGlow: An abysium horror constantly emanates bright green radiation toxic to life.
717[[/folder]]
718
719[[folder:Asp of Grief]]
720->'''Level:''' 10
721->'''Size:''' Small
722----
723* EmotionEater: Asps of grief prey on sorrow and heartache and are attracted by loss, mourning and bereavement. They arrive at funerals and battlefields, announce their presence and ask mourners to share their sorrow. If the bereaved agrees, the asps feed on anguish and provide a temporary reprieve from suffering.
724[[/folder]]
725
726[[folder:Capritellix]]
727->'''Level:''' 17
728->'''Size:''' Huge
729----
730* ElephantGraveyard: When horribly damaged or weary, capritellixes travel to a communal necropolis, much like an elephant graveyard.
731* EyeBeams: A capritellix can fire beams from its eyes.
732* HelpingHands: A capritellix's hands levitate separately from its head.
733* TwoFaced: A capritellix's head is formed of discs that each depict a portion of its face, and it can reshape its personality with a quick whir. These are not different individuals; a capritellix has one single unified identity, memory and name.
734[[/folder]]
735
736[[folder:Ferrous Butterfly]]
737->'''Level:''' 1
738->'''Size:''' Small
739----
740* BigCreepyCrawlies: The ferrous butterfly is a turkey-sized insect.
741* VampiricDraining: Ferrous butterflies find the iron-rich blood of organic creatures irresistible.
742[[/folder]]
743
744[[folder:Kinzaruk]]
745->'''Level:''' 3
746->'''Size:''' Medium
747----
748* PaperPeople: In its natural state, the kinzaruk resembles a paper-thin, perfectly square sheet of lightweight silvery-white metal.
749[[/folder]]
750
751[[folder:Living Lodestone]]
752->'''Level:''' 6
753->'''Size:''' Small
754----
755* MagnetismManipulation: A living lodestone constantly emits a powerful magnetic field that is either positively or negatively aligned, pulling or pushing nearby metallic objects.
756[[/folder]]
757
758[[folder:Melomach]]
759->'''Level:''' 13
760->'''Size:''' Large
761----
762* SkeletonsInTheCoatCloset: Melomachs take great pride in wearing humanoid or bestial skulls.
763* SpikesOfVillainy: Melomachs like to decorate themselves in haphazardly-placed spikes and blades, and have an appetite for carnage.
764[[/folder]]
765
766[[folder:Nanoshard Swarm]]
767->'''Level:''' 9
768->'''Size:''' Huge
769----
770* FromASingleCell: Nanoshard swarms are notoriously difficult to permanently dismantle. Should even a single constituent manage to escape destruction, it'll immediately seek out the nearest source of raw metal to duplicate itself until the swarm is resassembled.
771* TheWormThatWalks: A nanoshard swarm consists of tens of thousands of tiny metal spheres, each barely the size of a pebble, all controlled by a single elemental spirit, allowing it to shape itself to any form circumstances might require.
772[[/folder]]
773
774[[folder:Oregorger]]
775->'''Level:''' 11
776->'''Size:''' Large
777----
778* BigEater: Oregorgers are driven entirely by an insatiable drive to consume as much metal as possible.
779* MetalMuncher: An oregorger devours metal and expels it as caustic rust.
780[[/folder]]
781
782[[folder:Pelegox]]
783[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pelegoxcube.png]]
784->'''Level:''' 11
785->'''Size:''' Gargantuan (cube)
786----
787* LivingPolyhedron: A pelegox's true form is a spherical core, and it pulls metal fragments of various shapes and sizes to form a polyhedral shell.
788* MagnetismManipulation: Pelegoxes are beings of condensed magnetic energy that move by a combination of magnetic levitation and propulsion.
789[[/folder]]
790
791[[folder:Quickiron Plasm]]
792->'''Level:''' 4
793->'''Size:''' Small
794----
795* BlobMonster: The quickiron plasm is a mass of djezet, a liquid starmetal, and looks much like an ooze.
796* VampiricDraining: Ferrous butterflies find the iron-rich blood of organic creatures irresistible.
797[[/folder]]
798
799[[folder:Skymetal Striker]]
800->'''Level:''' 7
801->'''Size:''' Small
802----
803* ChainsawGood: A skymetal striker is made of a long string of dozens of spinning, sharp-toothed circular saw blades. It is best known, feared, and named for the blades of orichalcum and inubrix that form its two heads.
804* AHeadAtEachEnd: A skymetal striker resembles an amphisbaena.
805[[/folder]]
806
807!Water
808[[folder:Ashullian]]
809[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ashullian_pathfinder.PNG]]
810->'''Level:''' 11
811->'''Alignment:''' ChaoticEvil
812->'''Size:''' Large
813
814Blind, contemplative artists originally from the lightless depths of the Elemental Plane of Water that coax sounds, tastes, and other diverse stimuli into miles-wide galleries. Long ago a race from Kaer Maga tried to pull them into the Material Plane to serve them as artists, only to drown when the caverns flooded and leaving the ashullians free to wander.
815----
816* AscendToAHigherPlaneOfExistence: Some ashullians vanish without a trace, which their kin attribute to them obtaining such artistic mastery that they transcended existence.
817* AttentionDeficitOohShiny: Aggressive ashullians can be distracted with novel sensory experiences long enough to escape.
818* BizarreAlienBiology: Ashullians have no internal organs, just swirling ribbons of fluid.
819* BlueAndOrangeMorality: Their idea of "curio" is utterly alien, considering strips of flayed skin to be about the same as scarves.
820* CombatTentacles: An ashullian's tentacles are its primary form of melee attack.
821* EccentricArtist: Their aesthetic sense is eclectic and unpredictable, with a single work including things like jeweled brooches, sodden scrolls, lumps of bread, scarves, and severed limbs.
822* EyelessFace: They have no eyes, depending instead on a keen sense of smell.
823* FreakyFuneralForms: Ashullians that die almost always end up having their corpses put on display in a younger ashullian's bower as an artistic statement about death and the passage of time.
824* GameplayAndStorySegregation: Their stats list them as Chaotic Evil, but nothing in their lore is particularly evil.
825* HomeFieldAdvantage: An ashullian is TheOmniscient when it comes to its bower, experiencing everything that happens in it simultaneously from every angle and perspective within it. It can also use ''telekinesis'' and ''major creation'' at will within the bower, can cause any spell they cast to originate from many point they wish within it, and always have line of sight to it. Their Synthetic Mastery ability also revolves around the bower, filling it with an overwhelming multisensory experience that deals damage and fascinates creatures witnessing it. That said, the bower takes an hour to create and dissipates if they go more than 200 feet from it, so it has its limits. On a more mundane level, they can suspend certain effects of physics on items in their bower in order to get the most out of them, like keeping certain objects from absorbing water or sinking to the bottom.
826* HowTheMightyHaveFallen: Being trapped in flooded caverns rather than free to roam endless oceans has degenerated their power, confining their influence to small designated bowers.
827* MakingASplash: They have several spell-like abilities, nearly all of which have to do with water.
828* NoSell: Having no eyes makes them immune to gaze attacks, visual effects, and most illusions.
829* TheRemnant: There may be some true ashullians left on the Plane of Water, but if there are no one's seen them.
830* SenseFreak: Ashullians hoard sensory experiences they enjoy, making their bowers an overwhelming affair of scents, sounds, and other conjured effects.
831* StickyFingers: They have a habit of stealing absolutely everything from any creature they encounter in order to get their full sensory experience.
832* TailSlap: Their secondary form of melee attack.
833* YouCantGoHomeAgain: Ashullians are trapped on the Material Plane, though they constantly seek a way to return to their ancestral home.
834[[/folder]]
835
836[[folder:Bisha Ga Tsuku]]
837->'''Level:''' 9
838->'''Alignment:''' NeutralEvil
839->'''Size:''' Medium
840----
841* SoulEating: A bisha ga tsuku feeds upon souls and stores them in its sac, mixing them with frost and chill until a new bisha ga tsuku forms within and bursts out.
842* WasOnceAMan: Bisha ga tsukus are formed from souls drained of warmth, life and love, leaving nothing but an empty void that can be filled only by taking from others.
843[[/folder]]
844
845[[folder:Coldmire Pool]]
846->'''Level:''' 8
847->'''Size:''' Huge
848----
849* ThatsNoMoon: Coldmire ponds are sentient bodies of living water that are often mistaken for shallow pools of water, and drown creatures that stray too close to, stand or swim inside their waters.
850[[/folder]]
851
852[[folder:Dewdrop Jelly]]
853->'''Level:''' 1
854->'''Size:''' Small
855----
856* SuperSmoke: When threatened, dewdrop jellies discorporate into a thin, vaporous mist, reconstituting only after the danger has passed.
857[[/folder]]
858
859[[folder:Icewyrm]]
860->'''Level:''' 10
861->'''Alignment:''' TrueNeutral
862->'''Size:''' Huge
863----
864* BreathWeapon: An icewyrm can breathe a line of shards of razor-sharp ice.
865[[/folder]]
866
867[[folder:Ledalusca]]
868->'''Level:''' 2
869->'''Alignment:''' TrueNeutral
870->'''Size:''' Medium
871----
872* NobodyHereButUsStatues: Some ledaluscas pretend to be ice sculptures or still pools to observe and reflect a wider variety of creatures than those on their native Plane of Water.
873[[/folder]]
874
875[[folder:Mist Stalker]]
876->'''Level:''' 4
877->'''Alignment:''' TrueNeutral
878->'''Size:''' Medium
879----
880* {{Cyclops}}: The mist stalker has a single, never-blinking eye which can clearly see through mists, granting it an advantage when stalking prey.
881[[/folder]]
882
883[[folder:Portunus]]
884->'''Level:''' 16
885->'''Alignment:''' TrueNeutral
886->'''Size:''' Huge
887----
888* InvisibleMonsters: A portunus is transparent and invisible when underwater.
889* TwoFaced: A portunus has two heads, which move independently around its head.
890[[/folder]]
891
892[[folder:Quatoid]]
893->'''Level:''' 7
894->'''Alignment:''' LawfulNeutral
895->'''Size:''' Small
896----
897* BeastWithAHumanFace: Quatoids resemble four-tentacled octopodes with eerily humanoid faces on their mantles.
898[[/folder]]
899
900[[folder:Saltborn Stalkers]]
901->'''Level:''' 13
902->'''Size:''' Gargantuan (troop)
903----
904* BuriedAlive: When a merfolk joins the ranks of the saltborn, they are encased in graves of salt and ice and left at the floor of the Boundless Sea to claw themselves free.
905* LuringInPrey: Saltborn stalkers pose their drooping bioluminescent lures as wisps or bubbles of planar energy to draw prey into ambushes.
906* SaltSolution: A saltborn stalker's body is surrounded by salt, which occasionally flakes off to foul the water around them.
907[[/folder]]
908
909[[folder:Tantriog]]
910[[quoteright:345:https://static.tvtropes.org/pmwiki/pub/images/tojanida.png]]
911->'''Level:''' 7
912->'''Alignment:''' TrueNeutral
913->'''Size:''' Medium
914
915Bizarre hybrids of crabs and snapping turtles cursed into their current forms due to a long-forgotten slight, tantriogs know they used to be so much more than they are now, and are often insufferably proud and arrogant as a result.
916----
917* AttentionWhore: They seek adoration from other creatures (usually primitive humanoid tribes).
918* ExtraEyes: They have eyes studded around the rims of their shells, with one in each space between the holes in their shells that their flippers, claws and jaws pass through.
919* GeneticMemory: Tantriogs retain the memories of all their ancestors as far back as their original transformation and banishment from the plane of water. A side effect of this is that they're extremely sedentary and apathetic -- having the memories of literally thousands of generations means that there's very little novelty in a tantriog's life, as most new stimuli and activities will be things that it will remember having done or seen hundreds of times already. It also leads to them almost revering ignorance and forgetfulness, as they reason that ''not'' remembering things will allow you to experience more new events, and thus is the surest way to a happy and fulfilled life.
920* TheHedonist: Non-villainous version. They mainly seek pleasure to distract them from their tormented existence.
921* MixAndMatchCritters: They resemble bizarre crosses of crabs and sea turtles, with crablike pincers and mandibles protruding from a turtle shell.
922* MorphicResonance: When elder tantriogs shapeshift, some trace of their shell remains visible regardless of what form they take, generally turning into a shelled, armor-plated or spiked version of whatever they were going for.
923* VoluntaryShapeshifting: Elder tantriogs can take the shape of any aquatic animal or magical beast, although their shell remains visible in some form regardless of the form they take.
924[[/folder]]
925
926[[folder:Thremindyr]]
927->'''Level:''' 9
928->'''Alignment:''' ChaoticEvil
929->'''Size:''' Medium
930----
931* FantasticRacism: Thremindyrs are are contemptuous of beings that can't adapt to the environments in which they thrive.
932* WeirdBeard: Some thremindyrs sport what appears to be a beard composed of icicles.
933[[/folder]]
934
935!Wood
936[[folder:Carved Beast]]
937->'''Level:''' 6
938->'''Size:''' Medium
939----
940* LivingStatue: Carved beasts are tree stumps carved into roughly hewn animal shapes. The animal statue is immobile, though the living wood at their base is fully animate.
941[[/folder]]
942
943[[folder:Harvest Regiment]]
944->'''Level:''' 8
945->'''Size:''' Gargantuan (troop)
946----
947* PlantPerson: A harvest regiment's fruit soldiers are uncannily shaped like people.
948[[/folder]]
949
950[[folder:Moss Sloth]]
951->'''Level:''' 2
952->'''Alignment:''' TrueNeutral
953->'''Size:''' Small
954----
955* FantasticFaunaCounterpart: The moss sloth is a moss colony that coalesces into the shape of a sloth, including the fur that attracts fungi and pollinating insects.
956[[/folder]]
957
958[[folder:Nursery Crawler]]
959->'''Level:''' 3
960->'''Size:''' Small
961----
962* BackFromTheDead: Nursery crawlers are the stumps of fallen trees, empowered by the vibrant energies of the Plane of Wood to find the best locations for the next generation to put down roots.
963* ChestBurster: A nursery crawler launches seeds that begin to sprout the moment they're buried, whether in the ground or in a living creature's skin, in the latter case causing the host to bleed and lose ground.
964[[/folder]]
965
966[[folder:Painted Stag]]
967->'''Level:''' 9
968->'''Size:''' Huge
969----
970* ManEatingPlant: Painted stags are relentless predators whose cloven, hardwood hooves easily crush bone and whose antlers snap together in a deadly vise.
971[[/folder]]
972
973[[folder:Pine Pangolin]]
974->'''Level:''' 7
975->'''Size:''' Medium
976----
977* GoombaStomp: In battle, pine pangolins usually deliberately roll up and drop onto the head of an unsuspecting opponent.
978[[/folder]]
979
980[[folder:Snapdrake]]
981->'''Level:''' 8
982->'''Size:''' Large
983----
984* AlluringFlowers: A snapdrake is adorned by thousands of snapdragon flowers that emit an alluring scent.
985* BioweaponBeast: Snapdrakes are crafted by kizidhar gardeners and mages to serve as guards, pets and decorations.
986[[/folder]]
987
988[[folder:Twins of Rowan]]
989->'''Level:''' 13
990->'''Size:''' Huge
991----
992* LivingWeapon: The weapons and protective masks of twins of rowan are grown from younger saplings fed mineral-rich magic that makes their wood as strong and sharp as steel.
993* PlantPerson: Each twins of rowan has two heads and torsos mounted on the trunk and roots of a tree.
994[[/folder]]
995
996[[folder:Vegetable Lamb]]
997->'''Level:''' 1
998->'''Size:''' Small
999----
1000* IntroducedSpeciesCalamity: Vegetable lambs are a highly invasive species that can devour an entire forest within a decade, so care must be taken to prevent them from germinating in the Universe.
1001[[/folder]]
1002
1003[[folder:Whipping Willow]]
1004->'''Level:''' 4
1005->'''Size:''' Medium
1006----
1007* WhenTreesAttack: More tree-like than dryads and more humanoid than arboreals, whipping willows resemble trees with humanoid features.
1008[[/folder]]

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