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This page is part of the character sheet for Pathfinder, covering Elemental creatures.

For tropes pertaining to elementals in Starfinder, see Starfinder Outsiders.

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    Primal Elemental 
Level: Varies
Alignment: True Neutral
Size: Small to Huge

The primal denizens of the Elemental Planes, there are elementals representing the six elements and the various combinations thereof.


  • Elemental Embodiment: 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).
  • Elemental Powers: Each elemental holds power over its respective element.
  • Evil Living Flames: 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.
  • Monster Organ Trafficking: Matter harvested from elementals can be used in crafting a variety of magic items related to their element or energy damage type.
  • Planimal: Wood elementals might resemble animals but are still plants, and their life cycles reflect it.
  • Rock Monster: Earth elementals resemble masses of earth and boulders in roughly humanoid or animal shapes.
  • True Neutral: Even the ones smart enough to do so generally don't concern themselves with morality.
  • When Trees Attack: 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.

    Boiling Spring 
Level: 13
Size: Large

  • Defeat Equals Explosion: 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.

    Elemental Vessel 
https://static.tvtropes.org/pmwiki/pub/images/elementalvessel_water.png
Level: 16
Alignment: True Neutral
Size: Large

  • Powers as Programs: 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.

    Genie 
The 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.
  • Our Genies Are Different: 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).
  • Three Wishes: 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.

Gennayn

Level: 2
Alignment: True Neutral
Size: Medium

  • No Biological Sex: Gennayn can appear as male or female, but have no sex and do not breed.
  • Sizeshifter: A jocta can shift its size between Tiny and Small.

Jann

Level: 4 (standard), 9 (shuyookh)
Alignment: True Neutral
Size: Medium

Jaathoom

https://static.tvtropes.org/pmwiki/pub/images/genie_djinni.png
Level: 5 (standard), 10 (shuyookh)
Alignment: Chaotic Good
Size: Large

Kizidhar

Level: 6 (standard), 11 (shuyookh)
Size: Large

  • Plant Person: Kizidhars look like walking trees, with branches twisting to form arms, faces and other features.
  • Practical Taunt: 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.

Jabali

https://static.tvtropes.org/pmwiki/pub/images/genie_shaitan.png
Level: 7 (standard), 12 (shuyookh)
Alignment: Lawful Neutral
Size: Large

  • Dishing Out Dirt: They are earth elemental creatures.
  • Literal Genie: Jabali shuyookhs fulfil wishes to the letter, in the most straightforward way possible.

Ifrit

Level: 9 (standard), 14 (shuyookh)
Alignment: Lawful Evil
Size: Large

  • Aristocrats Are Evil: All genies are fairly articulate and upper-crust, but ifrits are also incredibly cruel.
  • Big Red Devil: 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.
  • Horned Humanoid: They have small red-black horns growing from their foreheads.
  • Jackass Genie: When asked to fulfil a wish, an ifrit shuyookh subverts the wish-maker's true intentions, twisting the phrasing to maximise suffering.
  • Playing with Fire: They are fire elemental creatures.
  • Pragmatic Villainy: Pretty much inevitable, considering that they are some of the only evil outsiders who aren't literally Made of Evil. They're just assholes.
  • Slavery Is a Special Kind of Evil: They are the most infamous slavers in the universe.

Zuhra

https://static.tvtropes.org/pmwiki/pub/images/genie_zuhra.png
Level: 8 (standard), 13 (shuyookh)
Size: Large

  • Attack Reflector: When hit by electricity, a zuhra conducts the electricity through their body, redirecting a bolt at one target they can see.
  • Attention Whore: Zuhras are bold and imposing, fond of being the centre of attention and drawing a crowd.
  • Language Barrier: Exploited. 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.
  • Magnetism Manipulation: Zuhras fly by magnetically lifting their own bodies into the air.

Faydhaan

https://static.tvtropes.org/pmwiki/pub/images/genie_marid.png
Level: 9 (standard), 14 (shuyookh)
Alignment: Chaotic Neutral
Size: Large

Black Jinni

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_black_jinni.png
Level: 12
Alignment: Chaotic Evil
Size: Large
The 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.
  • 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.
  • Shock and Awe: Any creature hit by a black jinni's claw attack is shocked by electricity.

Muurfeli

Level: 16
Alignment: Chaotic Neutral
Size: Large

  • Made of Explodium: 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.

Ararda

https://static.tvtropes.org/pmwiki/pub/images/ararda.png
Level: 18
Alignment: Lawful Evil
Size: Large

  • Shock and Awe: Arardas use their connection to the ground to harness the might of electricity.
  • Teleport Interdiction: Blightburn crystals infused into an ararda's body attempt to counteract any teleportation spell moving into or out of the aura's emanation.

    Mamiwa 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mamiwa.PNG
Level: 1
Alignment: True Neutral
Size: Tiny

Mischievous and curious beings formed from the elemental energies of water and air found in powerful storms.


  • Elemental Weapon: 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.
  • Familiar: A True Neutral spellcaster can gain a mamiwa as a familiar.invoked

    Mudwretch 
Level: 2
Alignment: True Neutral
Size: Medium

  • Blob Monster: In its resting form, a mudwretch looks like a large puddle of thick, dark mud.
  • Vampiric Draining: Sometimes, a dried mudwretch has to fulfil its need for moisture by constricting and squeezing blood from living creatures.

    Scamp 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_water_mephit.png
A water scamp
Level: 3
Alignment: True Neutral
Size: Small

Scamps 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.


  • Acid Attack: A water scamp can breathe out a cone of acid.
  • Art Evolution: The Remaster turned these creatures from winged, impish humanoids to bat-like and decidely non-humanoid critters.
  • Breath Weapon: 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.
  • The Imp: 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.
  • Winged Humanoid: Pre-Remaster mephits posses wings, generally depicted as membranes extending from their arms.

    Veela 
Level: 7
Alignment: True Neutral
Size: Medium

  • Elemental Weapon: 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.

    Wisp 
Level: 0
Alignment: True Neutral
Size: Tiny

  • Inconsistent Spelling: The name of these creatures is spelt wysp in 1st Edition and wisp in 2nd Edition.
  • Skull for a Head: 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.
  • Super-Empowering: All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait.

    Xocothian 
Level: 4
Alignment: True Neutral
Size: Large

  • Literal Split Personality: 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.
  • Mix-and-Match Critters: A xocothian resembles a serpentine mix of flying fish and great seabird.

Air

    Aerial Servant 
Level: 11
Alignment: True Neutral
Size: Medium

  • Invisible Monsters: Aerial servants can never be seen.
  • Professional Killer: 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.

    Anemos 
Level: 18
Alignment: True Neutral
Size: Medium

  • Human Disguise: Anemoi wear humanoid guises to walk among mortals without drawing undue attention.
  • An Ice Person: An anemos who guides the north winds can send forth a blast of ice slivers.
  • Magic Music: An anemos can use the winds themselves as wind instruments and duplicate bardic performances.
  • Mood-Swinger: 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.
  • Super Smoke: An anemos can cause its body to lose its human-shaped coherence and become a formless, invisible wind.
  • Time Abyss: 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.
  • Winds of Destiny, Change!: An anemos who guides the eastern winds can use them to bring misfortune to any creatures they touch.

    Blustering Gale 
Level: 11
Size: Gargantuan

  • The Bully: 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.
  • I Shall Taunt You: Blustering gales are collectively able to mimic a few curse words or insults in every language.

    Caustic Stalker 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_caustic_stalker.PNG
Level: 7
Alignment: True Neutral
Size: Medium

  • Acid Attack: Any creature struck by the caustic stalker, or that strikes it with a natural weapon or unarmed attack, is affected by acidic burns.

    Comozant Wyrd 
Level: 5
Alignment: True Neutral
Size: Small

  • Shock and Awe: A comozant wyrd can shock other creatures or objects with a lightning lash.

    Despairing Pall 
Level: 1
Size: Small

  • Emotion Bomb: Despairing palls cast literal and emotional shadows wherever they go. Pranksters and mischievous elementalists often summon them to rain on a rival's parade.

    Phade 
Level: 7
Alignment: True Neutral
Size: Medium

    Living Doldrums 
Level: 12
Alignment: Neutral Evil
Size: Gargantuan

  • Invisible Monsters: 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.

    Melody on the Wind 
https://static.tvtropes.org/pmwiki/pub/images/elementalair_melodyonthewind.png
Level: 10
Alignment: True Neutral
Size: Huge

  • Mind-Control Music: A melody on the wind's sonorous chorus can mesmerise other creatures.
  • Power Copying: 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.

    Mihstu 
Level: 8
Alignment: Neutral Evil
Size: Medium

  • Cruel and Unusual Death: 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.

    Nephlei 
https://static.tvtropes.org/pmwiki/pub/images/nephlei.png
Level: 9
Alignment: Chaotic Neutral
Size: Large

Nephlei, 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.


  • Amazing Technicolor Population: They have sky-blue skin covered in curving, concentric white markings.
  • Elemental Hair Colors: They have pure white hair that seems to billow like clouds.
  • Lightning Lash: A nephlei can fashion a whip out of the air around her, which deals electric damage and dissolves if ever taken from her.
  • Our Nymphs Are Different: 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.
  • Shock and Awe: 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.
  • Taking You with Me: 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.

    Picture-in-Clouds 
Level: 13
Size: Huge

  • That Cloud Looks Like...: 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.

    Raiju 
Level: 5
Alignment: Chaotic Neutral
Size: Small

While 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.


  • RaijÅ«: They're based on the mythological Japanese thunder-spirit, sharing its association with lightning and resemblance to small mammalian creatures.
  • Shock and Awe: They can control lightning and electricity, and resemble animated balls of electrified plasma in their true forms.

    Uthul 
Level: 14
Alignment: Chaotic Evil
Size: Huge

  • Cumulonemesis: An uthul most often appears to be a dark, swirling cloud filled with flying debris and streaked with sudden flashes of lightning.
  • The Exile: 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.

    Veldenar 
Level: 11
Alignment: True Neutral
Size: Huge

  • Amphibian at Large: The veldenar is a frog-like creature that typically measures around 17 feet long and weighs about 3,000 pounds.
  • Invisible Monsters: The veldenar's inherent invisibility and pale, almost translucent form make it one of the Plane of Air's deadliest predators.
  • Vacuum Mouth: 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.

Earth

    Agrawgh 
Level: 5
Alignment: True Neutral
Size: Medium

  • Eat Dirt, Cheap: Agrawghs eat dirt and stone and digest this food with their stomach acid.

    Ahkhat 
Level: 4
Alignment: True Neutral
Size: Small

  • Genius Loci: An ahkhat is an elemental that dwells within a single building or structure, and exists solely to maintain and protect that structure.

    Avalanche Legion 
Level: 11
Size: Gargantuan

  • Spin Attack: An avalanche legion can spin in place to kick up a barrage of stones.

    Consonite Choir 
https://static.tvtropes.org/pmwiki/pub/images/consonitechoir.png
Level: 13
Alignment: True Neutral
Size: Gargantuan

  • Arch-Enemy: Consonite choirs are eager to hunt down the hated xorns, who enjoy eating immobile consonite blades.
  • Storm of Blades: A consonite choir consists of a swarm of blades which form naturally in the Plane of Earth.

    Crysmal 
Level: 3
Alignment: True Neutral
Size: Small

    Crystal Strider 
Level: 10
Size: Huge

  • Crystalline Creature: A crystal strider's legs are a single enormous crystal each, usually quartz or selenite.

    Earthen Destrier 
Level: 4
Alignment: True Neutral
Size: Large

  • Jousting Lance: An earthen destrier looks like the melded forequarters of a charging warhorse and a knight wielding a stone lance.

    Forgefiend 
Level: 10
Alignment: Lawful Evil
Size: Large

  • Belly Mouth: A forgefiend has a second enormous mouth in its belly.
  • Eat Dirt, Cheap: Forgefiends gorge themselves on rich mineral veins.
  • Super Spit: A forgefiend can belch forth a searing pile of slag from its body maw.

    Gluttonous Geode 
Level: 1
Size: Tiny

    Granite Glyptodont 
https://static.tvtropes.org/pmwiki/pub/images/elementalearth_graniteglyptodont.png
Level: 8
Alignment: True Neutral
Size: Large

  • Beware My Stinger Tail: This creature has a flail-like tail, just like real glyptodonts.
  • Taken for Granite: A blow from a granite glyptodont's tail hardens the flesh of the creature struck. After sufficient hits, the victim can be fully petrified.

    Kasesh 
Level: 3
Alignment: Lawful Neutral
Size: Small

  • Fusion Dance: 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.
  • Only Known by Their Nickname: 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.
  • Servant Race: 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.

    Lava Lurker 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_lava_lurker.PNG
Level: 9
Alignment: True Neutral
Size: Medium

Territorial 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.

Their stats can be found in The Emerald Spire or online here.


    Lithic Locus 
Level: 14
Size: Large

  • 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.

    Living Boulder 
Level: 2
Alignment: True Neutral
Size: Small

  • Fantastic Fauna Counterpart: Living boulders have animal intelligence and fill much the same role on the Plane of Earth as herd animals do on the Universe.

    Living Sandstorm 
Level: 11
Alignment: True Neutral
Size: Medium or Fine

  • Sentient Sands: A living sandstorm is an elemental made out of red sand.

    Mudlord 
Level: 6
Alignment: True Neutral
Size: Medium

  • That's No Moon: 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.

    Onyx Scourge 
Level: 16
Alignment: Chaotic Evil
Size: Huge

  • Casting a Shadow: An onyx scourge can channel negative energy as an evil cleric.
  • Red and Black and Evil All Over: An onyx scourge is an evil elemental whose body is laced with veins of deep red and black minerals that pulse with dark energy.

    Ozimat 
Level: 11
Alignment: True Neutral
Size: Medium

  • Living Statue: An ozimat can merge with and take control of a body of earth or stone.
  • Taken for Granite: An incorporeal ozimat's touch can calcify and eventually petrify a living creature.

    Sandman 
Level: 3
Alignment: Neutral Evil
Size: Medium

  • Forced Sleep: A sandman radiates an aura that puts creatures to sleep.
  • Sentient Sands: A sandman's body, as its name would indicate, is made out of fine desert sand.

    Sand Sentry 
Level: 6
Alignment: True Neutral
Size: Medium

    Xiomorn 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_xiomorn_vault_keeper.PNG
A Vault Keeper
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_xiomorn_vault_builder.PNG
A Vault Builder
Level: 14 (Vault Keeper), 23 (Vault Builder)
Mythic Rank: 8 (Vault Builder)
Alignment: Lawful Neutral
Size: Medium

Mysterious 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.

The 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.


  • Deal with the Devil: 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.
  • Dishing Out Dirt: 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.
  • Dying Race: 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.
  • Fantastic Caste System: 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.
  • 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.
  • Resurrective Immortality: 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.
  • Servant Race: 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.
  • Taken for Granite: 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.

    Zaramuun 
Level: 16
Alignment: Chaotic Evil
Size: Large

  • The Exile: Zaramuuns were exiled from the Plane of Earth after turning to the worship of demons, who promised to give them power over other elementals.
  • Sentient Sands: Zaramuuns are beings of elemental sand that hide in deserts and wastelands, and disguise themselves as massive dunes before rising up to attack.

    Zarxorin 
Level: 19
Alignment: True Neutral
Size: Gargantuan

  • Circle of Standing Stones: 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.
  • That's No Moon: 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.

Fire

    Brochmaw 
Level: 13
Size: Huge

  • Big Eater: Brochmaws are driven solely by their voracious appetites, only leaving their lairs to acquire new meals.
  • Food Chain of Evil: 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.
  • Supreme Chef: 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.

    Ember Fox 
Level: 2
Alignment: Neutral Good
Size: Small

  • Barrier Warrior: An ember fox can drape itself across an ally to protect them from fire.

    Filth Fire 
Level: 4
Alignment: Neutral Evil
Size: Medium

  • Muck Monster: A filth fire is a mound of burning refuse that constantly exudes smoke.
  • Poisonous Person: The toxic rubbish that makes up a filth fire's body can be belched as poisonous fumes.

    Lava Otter 
Level: 1
Size: Medium

  • Living Lava: A lava otter's form is surrounded by lava, which burns those who touch it and hardens when in contact with water.
  • Zerg Rush: Entire packs of lava otters have been known to descend upon anyone who accidentally threatens a family member.

    Lerritan 
Level: 21
Alignment: Neutral Evil
Size: Gargantuan

  • Magma Man: 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.
  • Pyromaniac: Lerritans would see the world burned to a cinder.

    Magma Scorpion 
Level: 8
Alignment: True Neutral
Size: Large

    Magmin 
Level: 3
Alignment: Chaotic Neutral
Size: Small

  • The Paranoiac: 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.

    Munsahir 
Level: 2
Alignment: Lawful Neutral
Size: Medium

    Onkushu 
Level: 13
Alignment: Chaotic Good
Size: Large

  • Hot Wings: An onkushu's wings are made of roiling flame, and its wing buffet can create a whirlwind of searing hot air.

    Rakkatak 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rast.jpg
Level: 5
Alignment: True Neutral
Size: Medium

  • Big Eater: Rakkataks possess insatiable appetites, since their meals are infrequent as they travel the expanses of the Plane of Fire.
  • Multi-Armed and Dangerous: Rakkataks has a wriggling mass of claws, but can only use up to four at once.

    Salamander 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_salamander.png
Level: 6
Alignment: Chaotic Evil
Size: Medium

Salamanders 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.


  • Fiery Salamander: Salamanders are a race of outsiders native to the Plane of Fire.
  • Made a Slave: Some of the stronger elemental fire races enslave salamanders for their metalworking skill and fighting prowess.
  • Snake People: They have the lower bodies of snakes and the upper bodies of Lizard Folk.

    Solar Crow 
Level: 10
Size: Medium

    Sootsoldiers 
Level: 10
Size: Gargantuan

  • Dash Attack: Sootsoldiers can reignite and rush across the battlefield, pouring flames and heat off themselves onto nearby creatures.

    Striding Fire 
Level: 6
Alignment: Chaotic Neutral
Size: Medium

  • Dash Attack: 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.

    Thoqqua 
Level: 2
Alignment: True Neutral
Size: Medium

  • Eat Dirt, Cheap: Thoqquas consume ore and minerals, which their furnace-like bodies then smelt into armour plates.
  • Magma Man: Thoqquas are creatures of elemental earth whose bodies are hot enough to melt rock.

Metal

    Abysium Horror 
Level: 10
Size: Huge

  • Atomic Superpower: An abysium horror is composed of the radioactive skymetal abysium and contaminates anything it touches.
  • Giant Spider: The abysium horror is a deadly predator resembling a monstrous spider-like creature.
  • Sickly Green Glow: An abysium horror constantly emanates bright green radiation toxic to life.

    Asp of Grief 
Level: 10
Size: Small

  • Emotion Eater: 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.

    Capritellix 
Level: 17
Size: Huge

  • Elephant Graveyard: When horribly damaged or weary, capritellixes travel to a communal necropolis, much like an elephant graveyard.
  • Eye Beams: A capritellix can fire beams from its eyes.
  • Helping Hands: A capritellix's hands levitate separately from its head.
  • Two-Faced: 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.

    Ferrous Butterfly 
Level: 1
Size: Small

    Kinzaruk 
Level: 3
Size: Medium

  • Paper People: In its natural state, the kinzaruk resembles a paper-thin, perfectly square sheet of lightweight silvery-white metal.

    Living Lodestone 
Level: 6
Size: Small

  • Magnetism Manipulation: A living lodestone constantly emits a powerful magnetic field that is either positively or negatively aligned, pulling or pushing nearby metallic objects.

    Melomach 
Level: 13
Size: Large

    Nanoshard Swarm 
Level: 9
Size: Huge

  • From a Single Cell: 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.
  • The Worm That Walks: 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.

    Oregorger 
Level: 11
Size: Large

  • Big Eater: Oregorgers are driven entirely by an insatiable drive to consume as much metal as possible.
  • Metal Muncher: An oregorger devours metal and expels it as caustic rust.

    Pelegox 
https://static.tvtropes.org/pmwiki/pub/images/pelegoxcube.png
Level: 11
Size: Gargantuan (cube)

  • Living Polyhedron: A pelegox's true form is a spherical core, and it pulls metal fragments of various shapes and sizes to form a polyhedral shell.
  • Magnetism Manipulation: Pelegoxes are beings of condensed magnetic energy that move by a combination of magnetic levitation and propulsion.

    Quickiron Plasm 
Level: 4
Size: Small

  • Blob Monster: The quickiron plasm is a mass of djezet, a liquid starmetal, and looks much like an ooze.
  • Vampiric Draining: Ferrous butterflies find the iron-rich blood of organic creatures irresistible.

    Skymetal Striker 
Level: 7
Size: Small

  • Chainsaw Good: 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.
  • A Head at Each End: A skymetal striker resembles an amphisbaena.

Water

    Ashullian 
https://static.tvtropes.org/pmwiki/pub/images/ashullian_pathfinder.PNG
Level: 11
Alignment: Chaotic Evil
Size: Large

Blind, 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.


  • Ascend to a Higher Plane of Existence: Some ashullians vanish without a trace, which their kin attribute to them obtaining such artistic mastery that they transcended existence.
  • Attention Deficit... Ooh, Shiny!: Aggressive ashullians can be distracted with novel sensory experiences long enough to escape.
  • Bizarre Alien Biology: Ashullians have no internal organs, just swirling ribbons of fluid.
  • Blue-and-Orange Morality: Their idea of "curio" is utterly alien, considering strips of flayed skin to be about the same as scarves.
  • Combat Tentacles: An ashullian's tentacles are its primary form of melee attack.
  • Eccentric Artist: 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.
  • Eyeless Face: They have no eyes, depending instead on a keen sense of smell.
  • Freaky Funeral Forms: 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.
  • Gameplay and Story Segregation: Their stats list them as Chaotic Evil, but nothing in their lore is particularly evil.
  • Home Field Advantage: An ashullian is The Omniscient 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.
  • How the Mighty Have Fallen: Being trapped in flooded caverns rather than free to roam endless oceans has degenerated their power, confining their influence to small designated bowers.
  • Making a Splash: They have several spell-like abilities, nearly all of which have to do with water.
  • No-Sell: Having no eyes makes them immune to gaze attacks, visual effects, and most illusions.
  • The Remnant: There may be some true ashullians left on the Plane of Water, but if there are no one's seen them.
  • Sense Freak: Ashullians hoard sensory experiences they enjoy, making their bowers an overwhelming affair of scents, sounds, and other conjured effects.
  • Sticky Fingers: They have a habit of stealing absolutely everything from any creature they encounter in order to get their full sensory experience.
  • Tail Slap: Their secondary form of melee attack.
  • You Can't Go Home Again: Ashullians are trapped on the Material Plane, though they constantly seek a way to return to their ancestral home.

    Bisha Ga Tsuku 
Level: 9
Alignment: Neutral Evil
Size: Medium

  • Soul Eating: 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.
  • Was Once a Man: 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.

    Coldmire Pool 
Level: 8
Size: Huge

  • That's No Moon: 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.

    Dewdrop Jelly 
Level: 1
Size: Small

  • Super Smoke: When threatened, dewdrop jellies discorporate into a thin, vaporous mist, reconstituting only after the danger has passed.

    Icewyrm 
Level: 10
Alignment: True Neutral
Size: Huge

  • Breath Weapon: An icewyrm can breathe a line of shards of razor-sharp ice.

    Ledalusca 
Level: 2
Alignment: True Neutral
Size: Medium

  • Nobody Here but Us Statues: 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.

    Mist Stalker 
Level: 4
Alignment: True Neutral
Size: Medium

  • Cyclops: The mist stalker has a single, never-blinking eye which can clearly see through mists, granting it an advantage when stalking prey.

    Portunus 
Level: 16
Alignment: True Neutral
Size: Huge

  • Invisible Monsters: A portunus is transparent and invisible when underwater.
  • Two-Faced: A portunus has two heads, which move independently around its head.

    Quatoid 
Level: 7
Alignment: Lawful Neutral
Size: Small

    Saltborn Stalkers 
Level: 13
Size: Gargantuan (troop)

  • Buried Alive: 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.
  • Luring in Prey: Saltborn stalkers pose their drooping bioluminescent lures as wisps or bubbles of planar energy to draw prey into ambushes.
  • Salt Solution: A saltborn stalker's body is surrounded by salt, which occasionally flakes off to foul the water around them.

    Tantriog 
https://static.tvtropes.org/pmwiki/pub/images/tojanida.png
Level: 7
Alignment: True Neutral
Size: Medium

Bizarre 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.


  • Attention Whore: They seek adoration from other creatures (usually primitive humanoid tribes).
  • Extra Eyes: 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.
  • Genetic Memory: 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.
  • The Hedonist: Non-villainous version. They mainly seek pleasure to distract them from their tormented existence.
  • Mix-and-Match Critters: They resemble bizarre crosses of crabs and sea turtles, with crablike pincers and mandibles protruding from a turtle shell.
  • Morphic Resonance: 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.
  • Voluntary Shapeshifting: 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.

    Thremindyr 
Level: 9
Alignment: Chaotic Evil
Size: Medium

  • Fantastic Racism: Thremindyrs are are contemptuous of beings that can't adapt to the environments in which they thrive.
  • Weird Beard: Some thremindyrs sport what appears to be a beard composed of icicles.

Wood

    Carved Beast 
Level: 6
Size: Medium

  • Living Statue: 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.

    Harvest Regiment 
Level: 8
Size: Gargantuan (troop)

  • Plant Person: A harvest regiment's fruit soldiers are uncannily shaped like people.

    Moss Sloth 
Level: 2
Alignment: True Neutral
Size: Small

  • Fantastic Fauna Counterpart: The moss sloth is a moss colony that coalesces into the shape of a sloth, including the fur that attracts fungi and pollinating insects.

    Nursery Crawler 
Level: 3
Size: Small

  • Back from the Dead: 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.
  • Chest Burster: 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.

    Painted Stag 
Level: 9
Size: Huge

  • Man-Eating Plant: Painted stags are relentless predators whose cloven, hardwood hooves easily crush bone and whose antlers snap together in a deadly vise.

    Pine Pangolin 
Level: 7
Size: Medium

  • Goomba Stomp: In battle, pine pangolins usually deliberately roll up and drop onto the head of an unsuspecting opponent.

    Snapdrake 
Level: 8
Size: Large

  • Alluring Flowers: A snapdrake is adorned by thousands of snapdragon flowers that emit an alluring scent.
  • Bioweapon Beast: Snapdrakes are crafted by kizidhar gardeners and mages to serve as guards, pets and decorations.

    Twins of Rowan 
Level: 13
Size: Huge

  • Living Weapon: 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.
  • Plant Person: Each twins of rowan has two heads and torsos mounted on the trunk and roots of a tree.

    Vegetable Lamb 
Level: 1
Size: Small

  • Introduced Species Calamity: 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.

    Whipping Willow 
Level: 4
Size: Medium

  • When Trees Attack: More tree-like than dryads and more humanoid than arboreals, whipping willows resemble trees with humanoid features.

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