The statistics block below contains details for more than one type of elemental steward. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Arctine ⬇️ Small Elemental (Cold, Extraplanar, Psionic, Water) |
Emberling ⬇️ Small Elemental (Extraplanar, Fire, Psionic) |
Geodite ⬇️ Small Elemental (Earth, Extraplanar, Psionic) |
Tempestan ⬇️ Small Elemental (Air, Extraplanar, Psionic) |
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|---|---|---|---|---|
| Hit Dice: | 3d8+3 (16 hp) | 3d8 (13 hp) | 3d8+3 (16 hp) | 3d8 (13 hp) |
| Initiative: | +0 | +6 | −1 | +7 |
| Speed: | 30 ft. (6 squares), swim 20 ft. | 30 ft. (6 squares) | 30 ft. (6 squares), burrow 10 ft. | Fly 30 ft. (perfect) (12 squares) |
| Armor Class: | 17 (+1 size, +6 natural), touch 11, flat-footed 17 | 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14 | 17 (+1 size, −1 Dex, +6 natural), touch 10, flat-footed 17 | 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 |
| Base Attack/Grapple: | +2/+0 | +2/−2 | +2/+1 | +2/−2 |
| Attack: | Slam +5 melee (1d4+3) | Slam +5 melee (1d4 plus 1d4 fire) | Slam +6 (1d4+4) | Slam +6 melee (1d4) |
| Full Attack: | Slam +5 melee (1d4+3) | Slam +5 melee (1d4 plus 1d4 fire) | Slam +6 (1d4+4) | Slam +6 melee (1d4) |
| Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft. |
| Special Attacks: | Psi-like abilities | Burn, psi-like abilities | Psi-like abilities | Psi-like abilities |
| Special Qualities: | Darkvision 60 ft., elemental traits, immunity to cold, quench, vulnerability to fire | Darkvision 60 ft., elemental traits immunity to fire, vulnerability to cold | Damage reduction 5/—, darkvision 60 ft., elemental traits | Darkvision 60 ft., elemental traits |
| Saves: | Fort +4, Ref +1, Will +1 | Fort +1, Ref +4, Will +3 | Fort +4, Ref +0, Will +1 | Fort +1, Ref +6, Will +1 |
| Abilities: | Str 14, Dex 10. Con 13, Int 12, Wis 11, Cha 12 | Str 10, Dex 15, Con 10, Int 12, Wis 11, Cha 12 | Str 16, Dex 8, Con 13, Int 12, Wis 11, Cha 12 | Str 10, Dex 17. Con 10, Int 12, Wis 11, Cha 12 |
| Skills: | Concentration +7, Heal +6, Listen +0, Psicraft +7, Spot +0, Swim +10; racial bonuses | Concentration +6, Intimidation +7, Listen +0, Psicraft +7, Spot +0 | Concentration +7, Craft (stonemasonry) +7, Listen +0, Psicraft +7, Spot +0 | Concentration +7, Gather Information +7, Listen +0, Psicraft +7, Spot +0 |
| Feats: | Combat Manifestation, Improved Natural Attack [bonus], Power Attack | Combat Manifestation, Improved Initiative [bonus], Improved Natural Attack [bonus], Iron Will, Weapon Finesse [bonus] | Combat Manifestation, Improved Natural Attack [bonus], Power Attack | Combat Manifestation, Flyby Attack, Improved Initiative [bonus], Improved Natural Attack [bonus], Weapon Finesse [bonus] |
| Environment: | Elemental Plane of Water | Elemental Plane of Fire | Elemental Plane of Earth | Elemental Plane of Air |
| Organization: | Solitary | Solitary | Solitary | Solitary |
| Challenge Rating: | 2 | 2 | 2 | 2 |
| Treasure: | See text | See text | See text | See text |
| Alignment: | Always neutral | Always neutral | Always neutral | Always neutral |
| Advancement: | — ♊ | — ♊ | — ♊ | — ♊ |
| Level Adjustment: | — | — | — | — |
Arctine • Emberling • Geodite • Tempestan
Cold vapor steams from the ice-white, translucent body of this little humanoid-shaped elemental. Its enormous eyes appear as large pools of snow-fed water, across which ripples constantly play.
Arctines inhabit the Elemental Plane of Water, where they inhabit naturally occurring icebergs that float through the endless plane of water. They particularly enjoy traveling, though such travel is largely confined to the natural drift of the iceberg they inhabit as it is pushed along by currents.
An arctine is about 3½ feet tall and weighs from 35 to 45 pounds.
Arctines seek to first slow their opponents by using psionic grease before letting off a cold salvo in the form of their energy ray. If all else fails, they close for melee, at which time they can call upon Power Attack for extra damage against an easy-to-hit opponent.
Psi-Like Abilities: 2/day—energy ray (cold, +2 ranged touch, 2d6+2 damage), psionic grease (DC 12), skate. Manifester level 2nd.
Quench (Ex): An arctine’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin up to size Large. The creature can dispel magical fire it touches as dispel magic (caster level equals the arctine’s HD).
Skills: An arctine has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Arctines dwell together in small communities carved into the sides of gargantuan icebergs. They get along with most other water elemental creatures. Arctines are caregivers, moving about their elemental plane with ease, assisting friendly creatures they find in need.
Flame wreathes the coal-black skin of this little humanoid-shaped elemental. Its eyes burn with a whiter flame, cycling between ferocity and serenity.
Emberlings inhabit the Elemental Plane of Fire, where they enjoy steady contemplation of the infinite variation in the shape, color, opacity, and temperature of flames. Quick to anger but just as quick to forgive, these mercurial elementals delight in physical contests and combat as well as philosophical debate.
An emberling is about 3½ feet tall and weighs from 30 to 35 pounds.
An emberling moves quickly through combat, lighting opponents on fire with its slam attack as a consequence of its fiery nature. Against tougher opponents, an emberling first uses its energy ray (fire) before closing for melee. If an opponent seems particularly resistant to its fire-based attacks, an emberling falls back on its psionic daze psi-like ability and seeks further assistance from allies. The victim of an emberlings psionic daze spends the time contemplating flames that seem to dance before its eyes.
Burn (Ex): An emberling’s slam attack deals bludgeoning damage plus fire damage from the emberling’s flaming body. Those hit by an emberling’s slam attack must also succeed on a DC 11 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based. Creatures hitting an emberling with natural weapons or unarmed attacks take fire damage as though hit by the emberling’s attack, and also catch on fire unless they succeed on a Reflex save as above.
Psi-Like Abilities: 2/day—energy ray (fire, +4 ranged touch, 2d6+2 damage), matter agitation, psionic daze (DC 12). Manifester level 2nd.
Emberlings dwell together in small communities. They get along well with most other elementals with the fire subtype. Emberlings thrive and take sustenance from heat, receiving a day’s nourishment by standing for ten minutes within a fire at least as hot as a torch.
Crystal veins run through the granite body of this little humanoid-shaped elemental. Its crystalline eyes pulse in time to a rumbling, barely audible beat.
Geodites inhabit the Elemental Plane of Earth, where they enjoy slowly burrowing through all the mineral varieties of stone with shaped sonic bursts. Geodites have an inborn talent for spatial mapping, and it is said they can never become lost while they stand on stone.
A geodite relies on its energy ray (sonic) power first, then uses stomp to slow its opponents down before closing for melee, if possible. It uses its ability to burrow to escape the notice of foes, only to pop up a round or two later in an unexpected spot to ambush a foe or set up flanking for its allies.
Psi-Like Abilities: 2/day—energy ray (sonic, +2 ranged touch, 2d6−2 damage), create sound, stomp (DC 12). Manifester level 2nd.
Geodites dwell together in small communities. They get along well with most other earth elemental creatures. They enjoy creating complex dwellings of spiraling tunnels with long galleries, great hollows, and small, doorless nodes in the earth.
Storm-dark clouds whirl in wind-whipped streamers around the angular gray body of this little humanoid-shaped elemental. Its enormous eyes spark with electrical potential.
Tempestans inhabit the Elemental Plane of Air, where they flit from place to place, gathering and redistributing the energy of the storm. Of all the elemental stewards, tempestans are the most "elemental" in demeanor, being wholly concerned with the exultation of air and storm and less so with community, interaction, or mannerly conduct.
A tempestan is about 3½ feet tall and weighs from 15 to 20 pounds.
Tempestans can be fearsome opponents when provoked. If they are able to begin combat unseen and from above, they begin with a demoralize power followed by energy ray (electricity). If necessary, a tempestan utilizes its Flyby Attack fear to close to melee.
Psi-Like Abilities: 2/day—energy ray (electricity, +5 ranged touch, 2d6 damage), control air (±30 mph wind speed), demoralize (DC 12). Manifester level 2nd.
Tempestans live mostly apart from their fellows. They pass their time in lone contemplation of the great storms that pass through the plane. They have very little to do with other air elementals.
Called elemental stewards have no treasure. Those encountered naturally on the elemental plane they inhabit usually wear jewelry with an average value of 500 gp.
Source: Complete Psionic, page 130.