Swarms of barely sentient elementals inhabit the Elemental Planes corresponding to their types. Elementite swarms are actually premature forms of standard elementals. On average, one or two individual elementites in each swarm may eventually grow up to be Small elementals.
Elementite swarms have very little intelligence. Like all swarms, they attack by moving into an opponent’s space, provoking an attack of opportunity. An elementite swarm can occupy the same space as an opponent of any size, but it remains a creature with a 10-foot space. Swarms never make attacks of opportunity.
Unlike other creatures with a 10-foot space, an elementite swarm is shapeable. It can occupy any four contiguous 5-foot squares, and it can squeeze through any space large enough to contain a Tiny creature.
Elemental Traits: An elementite swarm has immunity to poison, magic sleep effects, paralysis, and stunning. It is not subject to extra damage from critical hits or flanking. The individual elementites cannot be raised, reincarnated or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). An elementite swarm has darkvision out to 60 feet.
Swarm Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to extra damage from critical hits or flanking.
Reducing a swarm to 0 or fewer hit points causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple other creatures.
A swarm has immunity to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate). A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as many evocation spells and splash weapons.
Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + ½ swarm’s HD + swarm’s Con modifier) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
| Hit Dice: | 7d8 (32 hp) |
| Initiative: | +6 |
| Speed: | Fly 80 ft. (perfect) (16 squares) |
| Armor Class: | 15 (+2 Dex, +2 size, +1 natural), touch 14, flat-footed 13 |
| Base Attack/Grapple: | +5/— |
| Attack: | Swarm (2d6) |
| Full Attack: | Swarm (2d6) |
| Space/Reach: | 10 ft./0 ft. |
| Special Attacks: | Air mastery, distraction, trip |
| Special Qualities: | Darkvision 60 ft., elemental traits, swarm traits |
| Saves: | Fort +2, Ref +7, Will +2 |
| Abilities: | Str 10, Dex 15, Con 10, Int 2, Wis 11, Cha 11 |
| Skills: | Hide +10, Listen +7, Spot +7 |
| Feats: | Alertness, Dodge, Improved Initiative |
| Environment: | Elemental Plane of Air |
| Organization: | Solitary, cloud (2-4 swarms), thunderhead (7-12 swarms) |
| Challenge Rating: | 4 |
| Treasure: | None |
| Alignment: | Usually neutral |
| Advancement: | — |
| Level Adjustment: | — |
A light, cloudlike shimmer in the air moves of its own accord. If an air elementite swarm is examined closely, individual, cloudlike air elementals can be discerned within it.
Air elementite swarms wander the Elemental Plane of Air like agitated clouds. Sometimes several swarms group together, making the air thick with the tiny elementites. They seek out and harass anything that is not an air elemental.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elementite swarm.
Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with an air elementite swarm in its square must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Trip (Ex): An air elementite swarm can attempt to trip any opponents (+4 check modifier; it is treated as a Large creature for this) in its space as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the air elementite swarm.
Source: Planar Handbook, page 114.
| Hit Dice: | 7d8+7+9 (48 hp) |
| Initiative: | +3 |
| Speed: | 20 ft. (4 squares) |
| Armor Class: | 16 (–1 Dex, +2 size, +5 natural), touch 11, flat-footed 16 |
| Base Attack/Grapple: | +5/— |
| Attack: | Swarm (2d6) |
| Full Attack: | Swarm (2d6) |
| Space/Reach: | 10 ft./0 ft. |
| Special Attacks: | Distraction |
| Special Qualities: | Darkvision 60 ft., earth glide, elemental traits, swarm traits |
| Saves: | Fort +2, Ref +8, Will +2 |
| Abilities: | Str 15, Dex 8, Con 12, Int 2, Wis 11, Cha 11 |
| Skills: | Hide +11, Listen +5, Spot +5|
| Feats: | Toughness (×3) |
| Environment: | Elemental Plane of Earth |
| Organization: | Solitary, rumble (2-4 swarms), or quake (7-12 swarms) |
| Challenge Rating: | 4 |
| Treasure: | None |
| Alignment: | Usually neutral |
| Advancement: | — |
| Level Adjustment: | — |
The earth buckles, as if from a highly localized tectonic disturbance.
An earth elementite swarm seems to be composed of individual rocks, each the size of a small cat. They crowd together as a mass.
Earth elementite swarms enjoy crushing things. They roll over terrain and creatures, pulverizing anything in the way.
Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with an earth elementite swarm in its square must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Earth Glide (Ex): Earth elementite swarms can glide through stone, dirt, or almost any other sort of earth except metal, as easily as a fish swims through water. The swarm’s 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 elementite swarm flings the swarm back 30 feet and stuns the swarm for 1 round unless it succeeds on a DC 15 Fortitude save.
Source: Planar Handbook, page 115.
| Hit Dice: | 7d8 (32 hp) |
| Initiative: | +7 |
| Speed: | 40 ft. (8 squares) |
| Armor Class: | 16 (+3 Dex, +2 size, +1 natural), touch 15, flat-footed 13 |
| Base Attack/Grapple: | +5/— |
| Attack: | Swarm (2d6 plus 2d6 fire) |
| Full Attack: | Swarm (2d6 plus 2d6 fire) |
| Space/Reach: | 10 ft./0 ft. |
| Special Attacks: | Burn, distraction |
| Special Qualities: | Darkvision 60 ft., elemental traits, immunity to fire, swarm traits | , vulnerability to cold
| Saves: | Fort +2, Ref +8, Will +2 |
| Abilities: | Str 9, Dex 17, Con 10, Int 2, Wis 10, Cha 11 |
| Skills: | Hide +11, Spot +10 |
| Feats: | Ability Focus (burn), Ability Focus (distraction), Improved Initiative |
| Environment: | Elemental Plane of Fire |
| Organization: | Solitary, flame (2-4 swarms), or blaze (5-8 swarms) |
| Challenge Rating: | 4 |
| Treasure: | None |
| Alignment: | Usually neutral |
| Advancement: | — |
| Level Adjustment: | — |
A crackling mass of tiny flames sweeps purposefully toward you.
If scrutinized, a fire elementite swarm can be determined to be composed of little individual flames, each acting as a member of the group.
Fire elementite swarms enjoy burning things. Even though they’re more curious than malicious, their limited intelligence usually prevents them from understanding attempts at communication made by living targets.
Burn (Ex): A fire elementite swarm’s attack deals damage as well as extra fire damage from the diminutive elementals’ flaming bodies. Those swarmed by fire elementites also must succeed on a DC 15 Reflex save or catch on fire. The flames burn 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 elementite swarm with natural weapons or unarmed attacks take fire damage as though hit by the swarm, and also catch on fire unless they succeed on a Reflex save.
Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a fire elementite swarm in its square must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Source: Planar Handbook, page 116.
| Hit Dice: | 7d8+10 (42 hp) |
| Initiative: | +4 |
| Speed: | 20 ft. (4 squares), swim 90 ft. |
| Armor Class: | 16 (+0 Dex, +2 size, +4 natural), touch 12, flat-footed 16 |
| Base Attack/Grapple: | +5/— |
| Attack: | Swarm (2d6) |
| Full Attack: | Swarm (2d6) |
| Space/Reach: | 10 ft./0 ft. |
| Special Attacks: | Distraction, drown |
| Special Qualities: | Darkvision 60 ft., drench, elemental traits, swarm traits, water mastery |
| Saves: | Fort +2, Ref +5, Will +2 |
| Abilities: | Str 13, Dex 10, Con 12, Int 2, Wis 11, Cha 11 |
| Skills: | Hide +8, Listen +7, Spot +7 |
| Feats: | Alertness, Improved Initiative, Toughness |
| Environment: | Elemental Plane of Water |
| Organization: | Solitary, swirl (2-4 swarms), or wave (5-8 swarms) |
| Challenge Rating: | 4 |
| Treasure: | None |
| Alignment: | Usually neutral |
| Advancement: | — |
| Level Adjustment: | — |
An area of water swirls and ripples.
Tiny, individual wavelike creatures can be seen within a water elementite swarm. The creatures act as a group, forming a much larger quantity of water.
Water elementite swarms live and learn by exploring creatures by swarming all over them. They are a significant threat to visitors to the Elemental Plane of Water.
Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a water elementite swarm in its square must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Drench (Ex): As water elementites swarm over a creature or an area, they put out torches, campfires, exposed lanterns, and other open flames of nonmagical origins if these are of Large size or smaller. A swarm can dispel magical fire it touches as if by dispel magic (caster level 7th).
Drown (Ex): Water elementites swarm over and into any creature in the same space, filling its lungs (or other breathing apparatus). Holding one’s breath is not possible in the middle of the swarm; a victim is immediately at risk of drowning and must make a Constitution check every round (see Drowning).
Water Mastery (Ex): A water elementite swarm gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the foe or the swarm is touching the ground, the swarm takes a –4 penalty on attack and damage rolls.
Water elementite swarms don’t overturn ships as their larger water elemental brethren do. Instead, they swarm up and over a ship, exploring the cabins and the cargo areas. Sometimes the weight of several swarms can cause a small ship to sink.
Source: Planar Handbook, page 116.