Elemental-kin are creatures native to the elemental planes of existence.
Although seldom as strong as the true elementals, they still possess formidable
powers.
AZER
Medium Outsider (Extraplanar, Fire)
Hit Dice:
2d8+2 (11 hp)
Initiative:
+1
Speed:
20 ft. in scale mail (4 squares); base speed 30 ft.
Solitary, pair, team (3–4), squad (11–20 plus 2
3rd-level sergeants and 1 leader of 3rd–6th level), or clan (30–100 plus
50% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level
lieutenants, and 3 7th-level captains)
Challenge Rating:
2
Treasure:
Standard coins; double goods (nonflammables only);
standard items (nonflammables only)
Alignment:
Always lawful neutral
Advancement:
By character class
Level Adjustment:
+4
Azers are dwarflike beings native to the Elemental Plane of Fire. They wear
kilts of brass, bronze, or copper, and speak Ignan and Common.
COMBAT
Azers use broad-headed spears or well-crafted hammers in combat. When
unarmed, they attempt to grapple foes.
Although unfriendly and taciturn, azers rarely provoke a fight except to
relieve a foe of gems, which they love. If threatened, they fight to the death,
but they see the value of taking prisoners themselves.
Heat (Ex): An azer’s body is intensely hot, so its unarmed attacks deal
extra fire damage. Its metallic weapons also conduct this heat.
AZERS AS CHARACTERS
Azer characters possess the following racial traits.
—Darkvision: Azers can see in the dark up to 60 feet.
—Racial Hit Dice: An azer begins with two levels of outsider, which
provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses
of Fort +3, Ref +3, and Will +3.
—Racial Skills: An azer’s outsider levels give it skill points equal to 5
x (8 + Int modifier). Its class skills are Appraise, Climb, Craft, Hide, Jump,
Listen, Search, and Spot.
—Racial Feats: An azer’s outsider levels give it one feat.
— +6 natural armor bonus.
—Special Attacks (see above): Heat.
—Special Qualities (see above): Immunity to fire, spell resistance equal
to 13 + class levels, vulnerability to cold.
These Outsiders from the Elemental Plane of Fire have made a home for
themselves in the Dragon Mountains. The Dragon Lord Jagenash
summoned his first Azer centuries ago. Since that time, the Azer
have adapted well to life in the material plane. Jagenash has struck
a bargain with their clan leaders for them to serve him in exchange for
quantities of gems, slaves, and aid to their brethren on their home Plane
against the Efreeti. Azer are unrelenting taskmasters who roam about the dwarven caverns exacting vengeance for transgressions and collecting the
tribute due them and their master. Sometimes, Jagenash will send
some of the Azer out of the volcanic caverns to punish another dragon who
has not given his proper tribute to the Lord of Dragons. Azer
encountered outside the molten halls of the Dragon Mountains are always on
errands for their lord. Often, they may employ adventurers based
near the mountain range to aid them in their passage back and forth from a
mission. These adventurers will be well paid but should expect the
wrath of the Jagenash should the Azer be betrayed or
killed.
The efreet (singular efreeti) are genies from the Elemental Plane of Fire.
An efreeti stands about 12 feet tall and weighs about 2,000 pounds.
Efreet speak Auran, Common, Ignan, and Infernal.
Combat
Efreet love to mislead, befuddle, and confuse their foes. They do so for
enjoyment as well as a battle tactic.
Change Size (Sp): Twice per day, an efreeti can magically change a
creature’s size. This works just like an enlarge person or reduce
person spell (the efreeti chooses when using the ability), except that the
ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The
save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Heat (Ex): An efreeti’s red-hot body deals 1d6 points of extra fire
damage whenever it hits in melee, or in each round it maintains a hold when
grappling.
Plane Shift (Sp): A genie can enter any of the elemental planes, the
Astral Plane, or the Material Plane. This ability transports the genie and up to
eight other creatures, provided they all link hands with the genie. It is
otherwise similar to the spell of the same name (caster level 13th).
Spell-Like Abilities: At will—detect magic, produce flame,
pyrotechnics (DC 14), scorching ray (1 ray only); 3/day—invisibility,
wall of fire (DC 16); 1/day—grant up to three wishes (to nongenies
only), gaseous form, permanent image (DC 18), polymorph (self
only). Caster level 12th. The save DCs are Charisma-based.
Solitary, pair, or pack (1–2 Nessian
warhounds and 5–12 hell hounds)
Challenge Rating:
3
9
Treasure:
None
+2 chain shirt barding
Alignment:
Always lawful evil
Always lawful evil
Advancement:
5–8 HD (Medium); 9–12 HD (Large)
13–17 HD (Large); 18–24 HD (Huge)
Level Adjustment:
+3 (cohort)
+4 (cohort)
A typical hell hound stands 4-1/2 feet high at the shoulder and weighs 120
pounds.
Hell hounds do not speak but understand Infernal.
COMBAT
Hell hounds are efficient hunters. A favorite pack tactic is to surround prey
quietly, then attack with one or two hounds, driving it toward the rest with
their fiery breath. If the prey doesn’t run, the pack closes in. Hell hounds
track fleeing prey relentlessly.
A hell hound’s natural weapons, as well as any weapons it wields, are treated
as evil-aligned
and lawful-aligned for the purpose of overcoming damage reduction.
Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire,
Reflex DC 13 half. The save DC is Constitution-based.
Fiery Bite (Su): A hell hound deals an extra 1d6 points of fire damage
every time it bites an opponent, as if its bite were a flaming weapon.
Skills: Hell hounds have a +5 racial bonus on Hide and Move Silently
checks.
*They also receive a +8 racial bonus on Survival checks when tracking by
scent, due to their keen sense of smell.
NESSIAN WARHOUND
Nessian warhounds are coalblack mastiffs the size of draft horses, often
fitted with shirts of infernal chainmail.
Nessian warhounds resemble hell hounds, except as otherwise noted.
Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 3d6 fire,
Reflex DC 21 half. The save DC is Constitution- based.
Fiery Bite (Su): A Nessian warhound deals an extra 1d8 points of fire
damage every time it bites an opponent, as if its bite were a flaming weapon.
Burning touch +4 melee touch (1d8 fire
plus combustion) or slam +4 melee (1d3+3 plus combustion)
Full Attack:
Burning touch +4 melee touch (1d8 fire
plus combustion) or slam +4 melee (1d3+3 plus combustion)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Combustion, fiery aura
Special Qualities:
Damage reduction 5/magic, darkvision 60
ft., elemental traits, immunity to fire, melt weapons, vulnerability to
cold
Saves:
Fort +3, Ref +3, Will +0
Abilities:
Str 15, Dex 11, Con 13, Int 8, Wis 10,
Cha 10
Skills:
Climb +4, Spot +3
Feats:
Great Fortitude
Environment:
Elemental Plane of Fire
Organization:
Solitary, gang (2–4), or squad (6–10)
Challenge Rating:
3
Treasure:
Standard coins; standard goods
(nonflammables only); standard items (nonflammables only)
Alignment:
Always chaotic neutral
Advancement:
3–4 HD (Small); 5–6 HD (Medium)
Magmins are small, human-shaped beings from the Elemental Plane of Fire that
radiate intense heat and are wreathed in an aura of searing flames. A typical
magmin is 4 feet tall and weighs 400 pounds.
Magmins speak Ignan.
Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not
subject to critical hits.
COMBAT
Although small, magmins are dangerous opponents. Their touch is effective
against those who lack protection or immunity from heat and flames, but if faced
with opponents who have immunity to fire, magmins rely on their slam attack. In
any case, magmins are not valiant fighters. They usually flee if injured,
although often only far enough to set up a fiery ambush for their enemies.
A magmin’s natural weapons are treated as magic weapons for the purpose of
overcoming damage reduction.
Combustion (Ex): Anyone a magmin touches must succeed on a DC 12 Reflex
save or take an extra 1d8 points of fire damage as clothes ignite or armor
becomes searing hot. The damage continues for another 1d4+2 rounds after the
magmin’s last successful attack. Magmins can also ignite flammable materials
with a touch. The save DC is Constitution-based.
Fiery Aura (Ex): Anyone within 20 feet of a magmin must succeed on a DC
12 Fortitude save or take 1d6 points of heat damage per round from the intense
heat. The save DC is Constitution-based.
Melt Weapons (Ex): Any metal weapon that strikes a magmin must succeed on
a DC 12 Fortitude save or melt away into slag. The save DC is
Constitution-based.
RAST
Medium Outsider (Extraplanar, Fire)
Hit Dice:
4d8+7 (25 hp)
Initiative:
+5
Speed:
5 ft. (1 square), fly 60 ft. (good)
Armor Class:
15 (+1 Dex, +4 natural), touch 11,
flat-footed 14
Base Attack/Grapple:
+4/+6
Attack:
Claw +6 melee (1d4+2) or bite +6 melee
(1d8+3)
Full Attack:
4 claws +6 melee (1d4+2) or bite +6 melee
(1d8+3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Paralyzing gaze, improved grab, blood
drain
Special Qualities:
Darkvision 60 ft., flight, immunity to
fire, vulnerability to cold
Saves:
Fort +5, Ref +5, Will +5
Abilities:
Str 14, Dex 12, Con 13, Int 3, Wis 13,
Cha 12
Skills:
Hide +8, Listen +8, Move Silently +8,
Spot +8
Feats:
Improved Initiative, Toughness
Environment:
Elemental Plane of Fire
Organization:
Solitary, pair, or cluster (3–6)
Challenge Rating:
5
Treasure:
None
Alignment:
Usually neutral
Advancement:
5–6 HD (Medium); 7–12 HD (Large)
Level Adjustment:
—
A rast has anywhere from ten to fifteen claws, though it can only use four at
once.
A rast has a body about the size of a large dog’s, with a head almost as
large as the body. It weighs about 200 pounds.
COMBAT
Rasts paralyze as many of their foes as possible, then attack any that are
still moving. A rast can claw or bite, but cannot do both during the same round.
Paralyzing Gaze (Su): Paralysis for 1d6 rounds, 30 feet, Fortitude DC 13
negates. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, a rast must hit with its bite
attack. It can then attempt to start a grapple as a free action without
provoking an attack of opportunity.
Blood Drain (Ex): A rast drains blood from a grabbed opponent, dealing 1
point of Constitution damage each round it maintains the hold.
Flight (Su): A rast can cease or resume flight as a free action. A rast
that loses this ability falls and can perform only a single action (either a
move action or an attack action) each round.
Alertness, Cleave, Great Cleave,
Multiattack, Power Attack, Skill Focus (Craft [blacksmithing])
Environment:
Elemental Plane of Fire
Elemental Plane of Fire
Elemental Plane of Fire
Organization:
Solitary, pair, or cluster (3–5)
Solitary, pair, or cluster (3–5)
Solitary, pair, or noble party (9–14)
Challenge Rating:
3
6
10
Treasure:
Standard (nonflammables only)
Standard (nonflammables only)
Double standard (nonflammables only) and
+3 longspear
Alignment:
Usually evil (any)
Usually evil (any)
Usually evil (any)
Advancement:
4–6 HD (Small)
8–14 HD (Medium)
16–21 HD (Large); 22–45 HD (Huge)
Level Adjustment:
+4
+5
—
Salamanders speak Ignan. Some average salamanders and all nobles also speak
Common.
COMBAT
If a salamander has damage reduction, its natural weapons are treated as
magic weapons for the purpose of overcoming damage reduction.
Constrict (Ex): A salamander deals automatic tail slap damage (including
fire damage) with a successful grapple check. A noble salamander can constrict
multiple creatures simultaneously, provided they are all at least two sizes
smaller than it.
Heat (Ex): A salamander generates so much heat that its mere touch deals
additional fire damage. Salamanders’ metallic weapons also conduct this heat.
Improved Grab (Ex): To use this ability, a salamander must hit a creature
of up to one size larger than itself with its tail slap attack. It can then
attempt to start a grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, it establishes a hold and can
constrict.
Spell-Like Abilities: (Noble salamanders only) 3/day—burning hands
(DC 13), fireball (DC 15), flaming sphere (DC 14), wall of fire
(DC 16); 1/day—dispel magic, summon monster VII (Huge fire
elemental). Caster level 15th. The save DCs are Charisma-based.
Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing)
checks.
Feats: Salamanders have the Multiattack feat even though they do not have
the requisite three natural weapons.