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Thermic Elemental (Template)
Copyright © 2001 Sean K Reynolds. All rights reserved.

Thermic elemental creatures are earth elementals that come from a particularly hot part of the Elemental Plane of Earth. They have fire powers in addition to their normal abilities.
    The Plane of Elemental Earth is a big place, and sometimes pockets of other elements cross weak planar boundaries and suffuse the earth with their substance. Thus there are portions of the Earth plane that are extremely hot, wet, cold, and so on. Sometimes a summon monster spell used to call an earth elemental creature draws an elemental from a place suffused with fire energy, and the result is a thermic elemental. Thermic elemental creatures look like normal elementals of their type but are often blackened as if from fire or glow from heat in the recessed portions of their body. Thermics do not suffer any personality changes from this alteration. Thermic elementals removed from the source of their fire energy (such as by being summoned to the Material Plane) lose this template in 1d4 hours. Larger elementals are more likely to have this template than smaller ones.

Creating a Thermic Elemental
"Thermic elemental" is a template that can be added to any earth elemental that does not have the cold or fire subtype (referred to hereafter as the "base creature"). It uses all of the base creature's statistics and special abilities except as noted here. (Theoretically it is possible that air elementals could have this template as well; if so, their appearance would be different than that of earth elementals with this template.)

Speed: As the base creature +10 feet. If the creature has a fly speed, its fly speed also increases by +10 feet.
AC: As the base creature.
Attacks: Same as the base creature. The creatures melee attacks with natural weapons deal an extra 50% fire damage. For example, a thermic large earth elemental would deal 2d8+10 damage plus 1d8+5 fire damage with a slam.
Special Attacks: A thermic retains all of the special attacks of the base creature and also gains the following attacks:
    Heat Aura (Ex): Anyone within 10 feet of a thermic elemental must succeed at a Fortitude save (DC 10 + 1/2 elemental's hit dice + elemental's Con modifier) or suffer 1d6 points of fire damage from the intense heat. Creatures make saving throws on their turn every round.
Special Qualities: A thermic retains all of the special qualities of the base creature and also gains fire immunity.
Saves: Same as the base creature.
Abilities: Same as the base creature.
Climate/Terrain: Any land and underground
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +1
Effective Character Level Modifier: +1. [[Of course, this is going to be temporary, so it almost doesn't matter. This ECL adjustment stacks with the base creature's adjustment.]]
Treasure: Same as the base creature.
Alignment: Same as the base creature.
Advancement: Same as the base creature.

Sample Thermic Elemental
This example uses a Large earth elemental as the base creature.

Thermic Large Earth Elemental
Large Elemental [Earth]
Hit Dice: 8d8+32 (68 hp)
Initiative: -1 (Dex)
Speed: 30 ft.
AC: 18 (-1 size, -1 Dex, +10 natural)
Attacks: Slam +12/+7 melee
Damage: Slam 2d8+10 plus 1d8+5 fire
Face/Reach: 5 ft. by 5ft./10 ft.
Special Attacks: Earth mastery, heat aura (DC 18), push
Special Qualities: Elemental, DR 10/+1, fire immunity
Saves: Fort +10, Reflex +1, Will +2.
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11.
Skills: Listen +10, Spot +10 [[These are correct, check the MM errata.]]
Feats: Cleave, Power Attack
Challenge Rating: 6
Alignment: Neutral