Which dolls?
Cinder Spawn, and Angel of Decay.
HE: "What are those? Can we eat them? OH! IS THAT CHOCOLATE!?"
VVVQW:"C-c-calm d-down, we c-c-can e-eat them." The dolls begin to make the s'mores.
AC: Natural armor improves by +1, or by +3 for a halfearth
elemental.
Special Attacks: A half-elemental retains all the special
attacks of the base creature. Half-elementals with an
Intelligence or Wisdom score of 8 or higher possess the
following spell-like abilities, using their character level as
the caster level, as specified in the table. Each ability is
usable once per day.
Special Qualities: A half-elemental has all the special
qualities of the base creature. Half-elementals are
immune to disease and effects from their own elements
(use cold for air) and gain a +4 racial bonus on Fortitude
saves against poison.
Saves: Same as the base creature.
Abilities: Change from the base creature as follows:
Air: Str +0, Dex +2, Con +2, Int +2, Wis +2, Cha +2.
Earth: Str +4, Dex â"2, Con +4, Int +0, Wis +0, Cha +0.
Fire: Str +0, Dex +4, Con +0, Int +2, Wis +0, Cha +2.
Water: Str +2, Dex +0, Con +2, Int +2, Wis +2, Cha +2.
Skills: A half-elemental has 8 skill points, plus its
Intelligence bonus, per Hit Die. Treat skills from the base
creatureâs list as class skills and other skills as cross-class.
If the creature has a class, it gains skills for class levels
normally. Any racial bonuses that apply to the base creature
apply to the half-elemental as well.
Feats: Half-elementals have one feat for every four
levels or the base creatureâs total of feats, whichever is
greater.
Climate/Terrain: Same as either the base creature or
the elemental.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +2.
Alignment: Same as the base creature.
Treasure: Same as the base creature.
Advancement: Same as the base creature.