Elementals, by and large, don't really "element" the way they should. Abilities from the Tome of Battle make them far more dynamic in combat.
Frenetic Zephyr
Large Elemental (Air)
Level 2 Swordsage
HD 10d8+20 (65 hp)
Speed Fly 100 ft. (perfect) (20 squares)
Init: +15
AC 25; touch 21; flat-footed 15 (+10 Dex, +4 natural, +2 Wis, -1 size)
BAB +7;
Grp +15
Attack Slam +17 melee (2d6+12)
Full-Attack 2 slams +17 melee (2d6+12)
Space 10 ft.;
Reach 10 ft.
Special Attacks Air mastery, whirlwind, maneuvers
Special Qualities DR 5/-, darkvision 60 ft., elemental traits, gaseous, stance, class features
Saves Fort +4 Ref +19 Will +7
Abilities Str 18, Dex 30, Con 14, Int 8, Wis 14, Cha 10
Skills Balance +15, Listen +8, Spot +7, Tumble +15
Feats Blind-Fight, Combat Reflexes, Flyby Attack, Improved Initiative
B, Improved Trip
B, Shadow Blade, Weapon Finesse
B
Environment Elemental Plane of Air
Organization Solitary
Challenge Rating 7
Treasure None
Alignment Usually neutral
Advancement By level
Maneuvers (4/7, 2 stances, IL 6)
Readied
Clever Positioning - 2nd
• On a successful attack, exchange places with target. Ref DC 22 negates.
Creeping Moss Strike - 3rd
• Attack deals +2d6 damage, gain +4 dodge bonus to AC against target's attacks for 1 round.
Devastating Throw - 3rd
• Grab and throw your foe 10 ft. away for 2d6 damage, foe is knocked prone.
Whirlwind Gyre - 2nd
• Immediate action to disarm, feint, or trip a foe who attacks you in melee.
Unreadied
Autumn's Breath
Mighty Throw - 1st
Shadow Garrote - 3rd
Stances
Child of Shadow - 1st
• If you have moved at least 10 ft. this round, gain concealment until your next turn.
Step of the Wind - 1st
Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.
Gaseous (Ex) An air elemental is not truly solid, being only pure elemental air within the atmosphere. It can pass through small holes or narrow openings, even mere cracks, at its normal fly speed. Air elementals can’t enter water or other liquid, though they can move it via air motion or their whirlwind ability.
Whirlwind (Su) The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 5 rounds. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 40 feet tall. The elemental controls the exact height, but it must be at least 10 feet.
Spoilered due to length
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The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies.
Medium or smaller creatures must succeed on a Reflex save (DC 19) when they come into contact with the whirlwind or take 2d6 damage. They must also succeed on a second Reflex save at the same DC or be picked up bodily and held suspended in the powerful winds, automatically taking 2d6 damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. They can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.
Warding Loam
Large Elemental (Earth)
Level 2 Warblade
HD 8d8+2d12+50 (99 hp)
Speed 20 ft. (4 squares)
Init: +1
AC 20; touch 10; flat-footed 19 (+10 natural, +1 Dex, -1 size)
BAB +8;
Grp +21
Attack Slam +16 melee (3d8+9)
Full-Attack 2 slams +16 melee (3d8+9)
Space 10 ft.;
Reach 10 ft.
Special Attacks Earth mastery, push, maneuvers
Special Qualities DR 5/-, darkvision 60 ft., elemental traits, tremorsense 60 ft., earth glide, stance, class features
Saves Fort +14 Ref +4 Will +1
Abilities Str 28, Dex 12, Con 20, Int 12, Wis 8, Cha 10
Skills Balance +9, Climb +14, Listen +9, Martial Lore +6, Spot +9, Tumble +6
Feats Improved Natural Attack, Power Attack, Stand Still, Stone Power
Environment Elemental Plane of Earth
Organization Solitary
Challenge Rating 7
Treasure None
Alignment Usually neutral
Advancement By level
Maneuvers (3/4, 1 stances, IL 6)
Readied
Bonecrusher - 3rd
• Attack deals +4d6 damage, +10 bonus on critical confirm rolls.
Steely Strike - 1st
• +4 bonus on attack roll, other foes get +4 to attacks against you for 1 round.
Stone Vise - 2nd
• Attack deals +1d6 damage, immobilizes target for 1 round. Fort DC 21 negates immobilize.
Unreadied
Charging Minotaur - 1st
Stances
Punishing Stance - 1st
• +1d6 damage on all attacks, -2 penalty to AC.
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push (Ex) An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.
Earth Glide (Ex) An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A
move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Sacred Flame
Large Elemental (Fire)
Level 2 Swordsage
HD 10d8+40 (85 hp)
Speed 50 ft. (10 squares)
Init: +13
AC 23; touch 19; flat-footed 15 (+8 Dex, +4 natural, +2 Wis, -1 size)
BAB +7;
Grp +13
Attack Slam +15 melee (3d6+2 plus
2d6 fire)
Full-Attack 2 slams +15 melee (3d6+2 plus
2d6 fire)
Space 10 ft.;
Reach 10 ft.
Special Attacks Burn, maneuvers
Special Qualities DR 5/-, darkvision 60 ft., elemental traits, fire immunity, cold vulnerability, stance, class features
Saves Fort +6 Ref +17 Will +7
Abilities Str 14, Dex 26, Con 18, Int 10, Wis 14, Cha 8
Skills Balance +13, Climb +7, Jump +7, Listen +7, Martial Lore +4, Spot +7, Tumble +13
Feats Blind-Fight, Combat Reflexes, Desert Wind Dodge, Improved Initiative
B, Improved Natural Attack, Weapon Finesse
B
Environment Elemental Plane of Fire
Organization Solitary
Challenge Rating 7
Treasure None
Alignment Usually neutral
Advancement By level
Maneuvers (4/7, 2 stances, IL 6)
Readied
Burning Blade - 1st
• Swift action gives 1d6+6 fire damage on attacks for 1 round.
Distracting Ember - 1st
• Swift action creates flanker for the rest of your turn.
Flashing Sun - 2nd
• Extra attack at highest BAB on full attack, all attacks this round made at -2.
Fan the Flames - 3rd
• Ranged touch deals 6d6 fire damage.
Unreadied
Blistering Flourish - 1st
Clinging Shadow Strike - 1st
Zephyr Dance - 3rd
Stances
Holocaust Cloak - 3rd
• Adjacent enemies who attack you take 5 fire damage.
Island of Blades - 1st
Burn (Ex) A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental’s slam attack also must succeed on a Reflex save (DC 19) 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 a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.