Elmarin
Small Fire Elemental
Hit Dice: 4d8+8 (26 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: Fly 50 ft. (good)
AC: 17 (+1 size, +3 Dex, +3 natural)
Attacks: Slam +5
Damage: 1d4+2
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Burn
Special Qualities: Elemental, Fire Subtype
Saves: Fort +3, Ref +7, Will +2
Abilities:r 14, Dex 17, Con 14, Int 2, Wis 12, Cha 8
Skills: Listen +6, Spot +6
Feats: Flyby Attack, Improved Initiative
Climate/Terrain: Any space and fire elemental plane
Organization: Solitary, or Sparks (2-12)
Challenge Rating: 2
Treasure: See description
Alignment: Always neutral
Advancement: 5-8 HD (Medium-sized), 9-11 HD (Large)

    Elmarin are semi-intelligent balls of fire of a veraity of colors with two dark spots that are often taken to be eyes. They are curious and troublesome.

    Combat: The elmarin are drawn by warmth and energy. The activity of a spelljamming ship is such to attract a pack of them to investigate. They are often more curious than harmful, zipping about the rigging and through open hatchways, bouncing off the walls and leaving large scorch marks.   If trapped, the elmarin will turn on its attacker and try to burn it. It will slam into an opponent and inflict 1d4+2-hit points of damage.

    Burn (Ex): Those hit by an elmarin slam attack must succeed at a Reflex save or catch fire. The flame burns for 1d4 rounds (see Catching on Fire, page 86 in the Dungeon Master's Guide™). The save DC varies by the elmarin's size (small size DC 14, medium size DC 17, and those rare elmarin of large size DC 20). A burning creature can take a move-equivalent action to put out the flame.
    Creature hitting an elmarin with natural weapons or unarmed attacks take fire damage as though hit by the elmarin's attack, and also catch fire unless they succeed at a Reflex save.
    Each round, an elmarin can cause flammables within 5 feet of it to burst into flame, starting fires throughout the ship. It is not the intention of the elmarin to start these fires it is just what happens flame meet flammable! If attacked, the elmarin will attempt to escape, burning through decks and walls as it can. The elmarin's fire has no effect on stone or metal. A dungeon master may check to see if an flammable object has caught fire by having the object make a Reflex check at -9 penalty (-5 for Dexterity score of 0, and -4 from prone) this is then modified by the objects hardness, otherwise by default all flammable objects catch fire.

    Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

    Fire Subtype (Ex): Fire Immunity, double damage from cold except on a successful save.

    Treasure: Profiteers often slay the elmarin in hope of finding a few ioun stones, much the same way pearl divers harvest oysters. There is a 1 in 20 chance that the death of an elmarin will leave behind an ioun stone.

In the Spheres
    Elmarin are slower then most spelljamming ship and can be found to drop into the air envelope of the ship to tag along for a ride. Taking a elmarin into the the phlogiston is classic bad idea, as the elmarin detonates, resulting in 3d8 hit points of fire damage for each hit dice of the elmarin to all within 20 feet of the creature. They live close proximity to fire based celestial bodies and that of the elemental plane of fire. Once in a while they enjoy a cool dip into wildspace.


Elmarin, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

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To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.wizards.com/whatevertherightlinkshouldbe.asp."

Elmarin, © 1989 Wizards of the Coast, Inc.
d20™ System, Conversion of Elmarin ©2002, Mark Doolan
Image by Ron Pollard
The "Cuttle Command" is from the "Legend of the Spelljammer" box set.
Original Source: Lorebook of the Void

Notes on this Conversion: This conversion was straightforward. I included an optional method to determine if a wooden ship catches fire, but figured most Dungeon Masters would like to see the horror on face of players as a swarm of these buggers causes there ship to go up in flames or at least wooden ships.