This will be an "update" to the elemental creatures templates in MoP. Which suck. Big time. Starting with water, I'll eventually get all four basic inner planes, then do +/- planes (I consider them part of the six elemental planes...because they are....so I treat them as water, air, fire, and earth).
AIR ELEMENTAL CREATURECreating an Air Elemental Creature:Size and Type: Type changes to Elemental, and the creature gains the Air subtype.
Hit Dice: Hit dice change to d8.
Speed: Creature gain a fly speed equal to its land speed (perfect maneuverability).
Base Attack: Base Attack Bonus changes to 3/4 levels.
Special Attacks: An Air Elemental Creature retains all special attacks from the base creature, and also gains the following (ones).
- Control Winds (sp): You may cast Control Winds at will with the following adjustment: you may not increase the speed of wind past Severe. The caster level for this is equal to your hit dice.
- Gust of Wind (su): You may cast Gust of Wind (as the spell) once per encounter. The caster level for this effect is equal to your hit dice.
- name: what it does.
Special Qualities: An Air Elemental Creature loses all fire based special qualities from the base creature, and gains the following (ones).
- Partial Incorporeality: Because an air elemental creature is so insubstantial, they gain a measure of defense, making them harder to hit with physical attacks. They gain a bonus to their AC equal to their wisdom modifier.
- name: what it does.
- name: what it does.
Saves: Change the base saves to good fortitude.
Abilities: Apply the following changes to the base creature's abilities: -2 str, +4 dex, +2 con, +2 wis, +2 cha.
Skills: An Air Elemental Creature gains 2+int skill points per hit die, with 4x that at first hit die.
Feats: any feat changes.
Environment: likely places to encounter them.*
Organization: how many and how you are likely to encounter them.*
Challenge Rating: +2 (3?)
Treasure: -
Alignment: any
Advancement: how you advance one.*
Level Adjustment: +2
EARTH ELEMENTAL CREATURECreating an Earth Elemental Creature:Size and Type: Type changes to Elemental, and the creature gains the Earth subtype.
Hit Dice: Hit dice change to d8.
Speed: Creature gain a burrow speed equal to twice its land speed.
Base Attack: Base Attack Bonus changes to 3/4 levels.
Special Attacks: An Earth Elemental Creature retains all special attacks from the base creature, and also gains the following (ones).
- name: what it does.
- name: what it does.
- name: what it does.
Special Qualities: An Earth Elemental Creature loses all fire based special qualities from the base creature, and gains the following (ones).
- name: what it does.
- name: what it does.
- name: what it does.
Saves: Change the base saves to good fortitude.
Abilities: Apply the following changes to the base creature's abilities: +2 str, -2 dex, +4 con, +2 int, +2 wis.
Skills: An Earth Elemental Creature gains 2+int skill points per hit die, with 4x that at first hit die.
Feats: any feat changes.
Environment: likely places to encounter them.*
Organization: how many and how you are likely to encounter them.*
Challenge Rating: +2 (3?)
Treasure: -
Alignment: any
Advancement: how you advance one.*
Level Adjustment: +2
FIRE ELEMENTAL CREATURECreating a Fire Elemental Creature:Size and Type: Type changes to Elemental, and the creature gains the Fire subtype.
Hit Dice: Hit dice change to d8.
Speed: Creature gain a (---- speed related to fire).
Base Attack: Base Attack Bonus changes to 3/4 levels.
Special Attacks: A Fire Elemental Creature retains all special attacks from the base creature, and also gains the following (ones).
- name: what it does.
- name: what it does.
- name: what it does.
Special Qualities: A Fire Elemental Creature loses all fire based special qualities from the base creature, and gains the following (ones).
- name: what it does.
- name: what it does.
- name: what it does.
Saves: Change the base saves to good fortitude.
Abilities: Apply the following changes to the base creature's abilities: +2 dex, +2 con, +2 int, -2 wis, +4 cha.
Skills: A Fire Elemental Creature gains 2+int skill points per hit die, with 4x that at first hit die.
Feats: any feat changes.
Environment: likely places to encounter them.*
Organization: how many and how you are likely to encounter them.*
Challenge Rating: +2 (3?)
Treasure: -
Alignment: any
Advancement: how you advance one.*
Level Adjustment: +2
WATER ELEMENTAL CREATURECreating a Water Elemental Creature:Size and Type: Type changes to Elemental, and the creature gains the Water subtype.
Hit Dice: Hit dice change to d8.
Speed: Creature gain a swim speed equal to twice its land speed.
Base Attack: Base Attack Bonus changes to 3/4 levels.
Special Attacks: A Water Elemental Creature retains all special attacks from the base creature, and also gains the following (ones).
- name: what it does.
- name: what it does.
- name: what it does.
Special Qualities: A Water Elemental Creature loses all fire based special qualities from the base creature, and gains the following (ones).
- name: what it does.
- name: what it does.
- name: what it does.
Saves: Change the base saves to good fortitude.
Abilities: Apply the following changes to the base creature's abilities: +2 str, +2 dex, +2 con, -2 int, +4 wis.
Skills: A Water Elemental Creature gains 2+int skill points per hit die, with 4x that at first hit die.
Feats: any feat changes.
Environment: likely places to encounter them.*
Organization: how many and how you are likely to encounter them.*
Challenge Rating: +2 (3?)
Treasure: -
Alignment: any
Advancement: how you advance one.*
Level Adjustment: +2
It's currently unfinished, as you can see, but hoefully I will hit the +2 LA/+2 or 3 CR I had hoped for.