Hello everyone. Today’s article features the oil elemental, the result of a water elemental being corrupted by forces of pure darkness and evil. Adding insult to injury, the oil elemental itself spreads corruption and taint in its wake, leaving slimy filth everywhere it goes and weakening those few brave enough to stand against it. Those individuals clever enough to light the oil elemental on fire quickly discover that they’ve bit off more than they can chew, as the flaming elemental proves an especially vicious (and angry) adversary that is bent on revenge and no longer has anything to lose.
Small Oil Elemental CR 1
XP 400
N Small outsider (elemental, extraplanar, evil, water)
Init +0; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0
Immune elemental traits
OFFENSE
Speed 20 ft., swim 40 ft.
Melee slam +5 (1d6+3 plus sludge)
Special Attacks Corrupting Touch, Sludge
STATISTICS
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 13
Feats Power Attack
Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14
SQ Combustible Body
Combustible Body (Ex): The oil elemental’s body is highly flammable, and will ignite if exposed to open flame. If the elemental takes even a single point of fire damage, it will automatically catch fire, taking 1d6 points of fire damage each round. This flame cannot be put out by non-magical means, and this damage cannot be healed as long as the elemental is still on fire. As long as the elemental is on fire, it has burn (1d6 DC 12). The fire goes out on its own when the elemental is reduced to 0 hit points, though any fires started by the flaming elemental continue as normal, and can be put out normally.
Corrupting Touch (Ex): Contact with the elemental pollutes and corrupts water sources, causing them to become tainted with oily sludge. Drinking the water has similar effects to the poison Arsenic (see the Pathfinder Roleplaying Game Core Rulebook for details). This corruption spreads at a rate of 20 ft. per minute, but only as long as the elemental remains in contact with the water.
Sludge (Ex): The elemental's touch leaves a coating of slimy, oily residue on the target, slowing them and making it difficult for them to function. Creatures hit by the elemental’s melee attack, or which hit the elemental with a natural weapon, take a -1 penalty to all attack and damage rolls, as well as to AC, saves, skill checks and ability checks. This penalty remains until the residue is removed. The sludge is difficult to remove however: though holy water and similar liquids will remove it immediately, normal water has no effect. Dealing fire damage to the afflicted creature will ignite the sludge, dealing 1d6 points of damage per size category of the creature before burning away. Characters who succeed on a DC 15 Heal check can create a solvent which removes the oil, but the process requires access to ingredients and at least 10 minutes.
Medium Oil Elemental CR 3
XP 800
N Medium outsider (elemental, extraplanar, evil, water)
Init +1; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 17, touch 11, flat-footed 17 (+1 Dex, +6 natural)
hp 30 (4d10+8)
Fort +6, Ref +5, Will +1
Immune elemental traits
OFFENSE
Speed 20 ft., swim 40 ft.
Melee slam +7 (1d8+4 plus sludge)
Special Attacks Corrupting Touch, Sludge
STATISTICS
Str 16, Dex 12, Con 15, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +7; CMD 18
Feats Cleave, Power Attack
Skills Acrobatics +6, Escape Artist +6, Knowledge (planes) +2, Perception +5, Stealth +6, Swim +16
SQ Combustible Body
Combustible Body (Ex): The oil elemental’s body is highly flammable, and will ignite if exposed to open flame. If the elemental takes even a single point of fire damage, it will automatically catch fire, taking 1d8 points of fire damage each round. This flame cannot be put out by non-magical means, and this damage cannot be healed as long as the elemental is still on fire. As long as the elemental is on fire, it has burn (1d8 DC 15). The fire goes out on its own when the elemental is reduced to 0 hit points, though any fires started by the flaming elemental continue as normal, and can be put out normally.
Corrupting Touch (Ex): Contact with the elemental pollutes and corrupts water sources, causing them to become tainted with oily sludge. Drinking the water has similar effects to the poison Arsenic (see the Pathfinder Roleplaying Game Core Rulebook for details). This corruption spreads at a rate of 20 ft. per minute, but only as long as the elemental remains in contact with the water.
Sludge (Ex): The elemental's touch leaves a coating of slimy, oily residue on the target, slowing them and making it difficult for them to function. Creatures hit by the elemental’s melee attack, or which hit the elemental with a natural weapon, take a -1 penalty to all attack and damage rolls, as well as to AC, saves, skill checks and ability checks. This penalty remains until the residue is removed. The sludge is difficult to remove however: though holy water and similar liquids will remove it immediately, normal water has no effect. Dealing fire damage to the afflicted creature will ignite the sludge, dealing 1d6 points of damage per size category of the creature before burning away. Characters who succeed on a DC 15 Heal check can create a solvent which removes the oil, but the process requires access to ingredients and at least 10 minutes.
Large Oil Elemental CR 5
XP 1,600
N Large outsider (elemental, extraplanar, evil, water)
Init +2; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +8, Will +2
DR 5/—; Immune elemental traits
OFFENSE
Speed 20 ft., swim 40 ft.
Melee 2 slams +12 (1d8+5 plus sludge)
Space 10 ft.; Reach 10 ft.
Special Attacks Corrupting Touch, Sludge
STATISTICS
Str 20, Dex 14, Con 17, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +14; CMD 27
Feats Cleave, Dodge, Great Cleave, Power Attack
Skills Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, Perception +9, Stealth +5, Swim +24
SQ Combustible Body
Combustible Body (Ex): The oil elemental’s body is highly flammable, and will ignite if exposed to open flame. If the elemental takes even a single point of fire damage, it will automatically catch fire, taking 1d8 points of fire damage each round. This flame cannot be put out by non-magical means, and this damage cannot be healed as long as the elemental is still on fire. As long as the elemental is on fire, it has burn (1d8 DC 17). The fire goes out on its own when the elemental is reduced to 0 hit points, though any fires started by the flaming elemental continue as normal, and can be put out normally.
Corrupting Touch (Ex): Contact with the elemental pollutes and corrupts water sources, causing them to become tainted with oily sludge. Drinking the water has similar effects to the poison Arsenic (see the Pathfinder Roleplaying Game Core Rulebook for details). This corruption spreads at a rate of 20 ft. per minute, but only as long as the elemental remains in contact with the water.
Sludge (Ex): The elemental's touch leaves a coating of slimy, oily residue on the target, slowing them and making it difficult for them to function. Creatures hit by the elemental’s melee attack, or which hit the elemental with a natural weapon, take a -2 penalty to all attack and damage rolls, as well as to AC, saves, skill checks and ability checks. This penalty remains until the residue is removed. The sludge is difficult to remove however: though holy water and similar liquids will remove it immediately, normal water has no effect. Dealing fire damage to the afflicted creature will ignite the sludge, dealing 1d6 points of damage per size category of the creature before burning away. Characters who succeed on a DC 15 Heal check can create a solvent which removes the oil, but the process requires access to ingredients and at least 10 minutes.
Huge Oil Elemental CR 7
XP 3,200
N Huge outsider (elemental, extraplanar, evil, water)
Init +4; Senses darkvision 60 ft.; Perception +13
DEFENSE
AC 21, touch 13, flat-footed 16 (+4 Dex, +1 dodge, +8 natural, –2 size)
hp 95 (10d10+40)
Fort +11, Ref +11, Will +3
DR 5/—; Immune elemental traits
OFFENSE
Speed 20 ft., swim 40 ft.
Melee 2 slams +15 (2d6+7 plus sludge)
Space 15 ft.; Reach 15 ft.
Special Attacks Corrupting Touch, Sludge
STATISTICS
Str 24, Dex 18, Con 19, Int 6, Wis 11, Cha 11
Base Atk +10; CMB +19; CMD 34
Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Power Attack
Skills Acrobatics +11, Escape Artist +15, Knowledge (planes) +7, Perception +13, Stealth +3, Swim +26
SQ Combustible Body
Combustible Body (Ex): The oil elemental’s body is highly flammable, and will ignite if exposed to open flame. If the elemental takes even a single point of fire damage, it will automatically catch fire, taking 2d6 points of fire damage each round. This flame cannot be put out by non-magical means, and this damage cannot be healed as long as the elemental is still on fire. As long as the elemental is on fire, it has burn (2d6 DC 19). The fire goes out on its own when the elemental is reduced to 0 hit points, though any fires started by the flaming elemental continue as normal, and can be put out normally.
Corrupting Touch (Ex): Contact with the elemental pollutes and corrupts water sources, causing them to become tainted with oily sludge. Drinking the water has similar effects to the poison Arsenic (see the Pathfinder Roleplaying Game Core Rulebook for details). This corruption spreads at a rate of 20 ft. per minute, but only as long as the elemental remains in contact with the water.
Sludge (Ex): The elemental's touch leaves a coating of slimy, oily residue on the target, slowing them and making it difficult for them to function. Creatures hit by the elemental’s melee attack, or which hit the elemental with a natural weapon, take a -2 penalty to all attack and damage rolls, as well as to AC, saves, skill checks and ability checks. This penalty remains until the residue is removed. The sludge is difficult to remove however: though holy water and similar liquids will remove it immediately, normal water has no effect. Dealing fire damage to the afflicted creature will ignite the sludge, dealing 1d6 points of damage per size category of the creature before burning away. Characters who succeed on a DC 15 Heal check can create a solvent which removes the oil, but the process requires access to ingredients and at least 10 minutes.
Greater Oil Elemental CR 9
XP 6,400
N Huge outsider (elemental, extraplanar, evil, water)
Init +5; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC 23, touch 14, flat-footed 17 (+5 Dex, +1 dodge, +9 natural, –2 size)
hp 123 (13d10+52)
Fort +12, Ref +15, Will +4
DR 10/—; Immune elemental traits
OFFENSE
Speed 20 ft., swim 40 ft.
Melee 2 slams +20 (2d8+9 plus sludge)
Space 15 ft.; Reach 15 ft.
Special Attacks Corrupting Touch, Sludge
STATISTICS
Str 28, Dex 20, Con 19, Int 8, Wis 11, Cha 11
Base Atk +13; CMB +24; CMD 40
Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Sunder, Lightning Reflexes, Power Attack
Skills Acrobatics +18, Escape Artist +20, Knowledge (planes) +12, Perception +16, Stealth +10, Swim +30
SQ Combustible Body
Combustible Body (Ex): The oil elemental’s body is highly flammable, and will ignite if exposed to open flame. If the elemental takes even a single point of fire damage, it will automatically catch fire, taking 2d8 points of fire damage each round. This flame cannot be put out by non-magical means, and this damage cannot be healed as long as the elemental is still on fire. As long as the elemental is on fire, it has burn (2d8 DC 20). The fire goes out on its own when the elemental is reduced to 0 hit points, though any fires started by the flaming elemental continue as normal, and can be put out normally.
Corrupting Touch (Ex): Contact with the elemental pollutes and corrupts water sources, causing them to become tainted with oily sludge. Drinking the water has similar effects to the poison Arsenic (see the Pathfinder Roleplaying Game Core Rulebook for details). This corruption spreads at a rate of 20 ft. per minute, but only as long as the elemental remains in contact with the water.
Sludge (Ex): The elemental's touch leaves a coating of slimy, oily residue on the target, slowing them and making it difficult for them to function. Creatures hit by the elemental’s melee attack, or which hit the elemental with a natural weapon, take a -3 penalty to all attack and damage rolls, as well as to AC, saves, skill checks and ability checks. This penalty remains until the residue is removed. The sludge is difficult to remove however: though holy water and similar liquids will remove it immediately, normal water has no effect. Dealing fire damage to the afflicted creature will ignite the sludge, dealing 1d6 points of damage per size category of the creature before burning away. Characters who succeed on a DC 15 Heal check can create a solvent which removes the oil, but the process requires access to ingredients and at least 10 minutes.
Elder Oil Elemental CR 11
XP 12,800
N Huge outsider (elemental, extraplanar, evil, water)
Init +6; Senses darkvision 60 ft.; Perception +19
DEFENSE
AC 24, touch 15, flat-footed 17 (+6 Dex, +1 dodge, +9 natural, –2 size)
hp 152 (16d10+64)
Fort +14, Ref +18, Will +5
DR 10/—; Immune elemental traits
OFFENSE
Speed 20 ft., swim 40 ft.
Melee 2 slams +24 (2d10+10/19–20 plus sludge)
Space 15 ft.; Reach 15 ft.
Special Attacks Corrupting Touch, Sludge
STATISTICS
Str 30, Dex 22, Con 19, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +28; CMD 45
Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Lightning Reflexes, Power Attack
Skills Acrobatics +25, Escape Artist +25, Knowledge (planes) +19, Perception +19, Stealth +17, Swim +37
SQ Combustible Body
Combustible Body (Ex): The oil elemental’s body is highly flammable, and will ignite if exposed to open flame. If the elemental takes even a single point of fire damage, it will automatically catch fire, taking 2d10 points of fire damage each round. This flame cannot be put out by non-magical means, and this damage cannot be healed as long as the elemental is still on fire. As long as the elemental is on fire, it has burn (2d10 DC 22). The fire goes out on its own when the elemental is reduced to 0 hit points, though any fires started by the flaming elemental continue as normal, and can be put out normally.
Corrupting Touch (Ex): Contact with the elemental pollutes and corrupts water sources, causing them to become tainted with oily sludge. Drinking the water has similar effects to the poison Arsenic (see the Pathfinder Roleplaying Game Core Rulebook for details). This corruption spreads at a rate of 20 ft. per minute, but only as long as the elemental remains in contact with the water.
Sludge (Ex): The elemental's touch leaves a coating of slimy, oily residue on the target, slowing them and making it difficult for them to function. Creatures hit by the elemental’s melee attack, or which hit the elemental with a natural weapon, take a -4 penalty to all attack and damage rolls, as well as to AC, saves, skill checks and ability checks. This penalty remains until the residue is removed. The sludge is difficult to remove however: though holy water and similar liquids will remove it immediately, normal water has no effect. Dealing fire damage to the afflicted creature will ignite the sludge, dealing 1d6 points of damage per size category of the creature before burning away. Characters who succeed on a DC 15 Heal check can create a solvent which removes the oil, but the process requires access to ingredients and at least 10 minutes.