Author Topic: Creature - Elemental  (Read 8395 times)

Offline DonQuixote

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Creature - Elemental
« on: July 27, 2012, 12:46:51 AM »
Elemental
Elementals are incarnations of the elements that compose existence.  They are as wild and dangerous as the forces that birthed them.

Combat
Elementals have varied combat abilities and tactics, but all have the same elemental qualities.
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Air Elemental
« Reply #1 on: July 27, 2012, 12:47:16 AM »
Air Elemental
This creature appears to be an amorphous, shifting cloud surrounded by fast-moving currents of air.  Darker bits of swirling vapor form the suggestion of two eyes and a mouth, but this could be a trick of the swirling air.

Air elementals are among the swiftest and most agile creatures in existence.  They seldom leave their home plane except when summoned elsewhere by a spell.
   Air elementals speak Auran, though they rarely choose to do so.  The voice of an air elemental sounds like the high-pitched screech of a tornado or the low moan of a midnight storm.


Air Elemental, Small
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Air Elemental, Medium
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Air Elemental, Large
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Air Elemental, Huge
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Air Elemental, Greater
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Air Elemental, Elder
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Air Elemental, Monolith
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Combat
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.

   Howling Winds (Ex): The claws of an air elemental are made of fierce winds that slash at opponents with great speed and force.  The air elemental adds its Dexterity modifier as a bonus on damage rolls with its claw attacks.

   Inner Tempest (Ex): The heart of an air elemental is a raging tempest that lashes at creatures and holds them in place.  Any creature that begins its turn in the same space as an air elemental or attempts to pass through an air elemental's space takes damage as though hit by the elemental's claw attack.  A successful Reflex save (DC 10 + 1/2 HD + the air elemental's Constitution modifier) halves this damage.
   In addition, if a creature one or more size categories smaller than the elemental fails this save, it must make a second Reflex save (same DC) or be caught in the storm and held within the air elemental's body.  A creature caught in this way is trapped within the air elemental's body and cannot move except to go where the elemental carries them.  Creatures caught in the storm can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell.  Creatures caught in the storm take a -4 penalty to Dexterity and a -2 penalty on attack rolls.  The elemental can have only as many creatures trapped inside its inner tempest at one time as will fit within the elemental's space.
   The elemental can eject any carried creatures whenever it wishes, depositing them in an adjacent space.  A trapped creature is allowed a Reflex save each round to escape the inner tempest.

   Trip (Ex): An air elemental that hits with a claw attack can attempt to trip the opponent 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 elemental.

   Fluid Traits: As a creature with the fluid subtype, an air elemental is not subject to critical hits, flanking, nonlethal damage, or ability drain.  Due to the fluid nature of its body, an air elemental takes half damage from all weapons, though a weapon with a special ability such as flaming or frost deals its full energy damage with each hit.
   An air elemental cannot be tripped, grappled, or bull rushed (nor can it grapple opponents), and it automatically succeeds on Escape Artist checks made to escape from ropes, manacles, and tight spaces.  An air elemental is never staggered, but reducing it to 0 hit points causes it to lose integrity and break apart (though damage taken until that point does not degrade its ability to attack or resist attacks).

   Gaseous: As a gaseous creature, an air elemental has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks.  It also has no weight and does not set off traps that are triggered by weight.  A air elemental is subject to the effects of wind, and it can't manipulate objects or activate items.  A air elemental can occupy the same space as a creature of any size, since its flows around its target, but remains a creature of its normal size.
   An air elemental hisses and howls as it moves, and can be heard normally with Listen checks.  Nonvisual senses such as scent and blindsight are wholly effective with regard to an air elemental.

   Malleable Form (Ex): An air elemental's control over its form allows it to flow through tiny cracks in objects and move through obstacles.  An air elemental moves at normal speed through terrain that slows movement.  It can move through permeable objects at half speed, though it cannot move through completely solid barriers.  For example, a air elemental could flow through a wooden or brick wall by squeezing into cracks and channels, but it could not move through a wall of solid iron or rock.
« Last Edit: July 29, 2012, 04:33:06 AM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Earth Elemental
« Reply #2 on: July 27, 2012, 12:47:42 AM »
Earth Elemental
Like a walking hill, the creature plods nearer on two featureless legs of rock and earth, its clublike arms of jagged stone swinging at its sides, and its featureless head staring blankly in your direction.

Earth elementals are immensely strong and tough.  The larger ones can pound almost anything into rubble.  They seldom leave their home plane except when summoned elsewhere by a spell.
   Earth elementals speak Terran but rarely choose to do so.  An earth elemental's voice sounds like an echo in a deep tunnel, the rumbling of an earthquake, or the grinding of plates of stone.


Earth Elemental, Small
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Earth Elemental, Medium
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Earth Elemental, Large
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Earth Elemental, Huge
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Earth Elemental, Greater
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Earth Elemental, Elder
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Earth Elemental, Monolith
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Combat
Though an earth elemental moves slowly when above ground, it is a relentless opponent.  It can travel through solid ground or stone as easily as humans walk on the earth's surface.

   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.)

   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.

   Push (Ex): An earth elemental's attacks hammer home with such tremendous force that they can force opponents to move.  Each time an earth elemental strikes an opponent in melee, it can make a Strength check opposed by the target's Strength check, as if initiating a bull rush; the earth elemental gains a +4 racial bonus on this check.  If the earth elemental succeeds, it pushes its opponent back 5 feet, plus an additional 5 feet for every 5 points by which its check result is greater than the defender's check result.

   Solid Traits: As a creature with the solid subtype, an earth elemental is not subject to critical hits, nonlethal damage, or ability drain, and it is immune to damage to its physical ability scores.  Due to the solid structure of its body, an earth elemental is affected by energy attacks and ranged weapons in the same way that an object would be (see page 165 of the Player's Handbook).  In addition, an earth elemental is immune to any effect that requires a Fortitude save, unless the effect also works on objects or is harmless, and is never at risk of death from massive damage.
   An earth elemental of Medium size or larger gains bonus hit points based on its size (as though it were a construct), as well as hardness 8.  These modifiers are already included in the statistics block.

   Stability (Ex): An earth elemental is exceptionally stable on its feet.  An earth elemental gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing or otherwise not standing firmly on the ground).
« Last Edit: July 28, 2012, 05:00:13 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Fire Elemental
« Reply #3 on: July 27, 2012, 12:48:06 AM »
Fire Elemental
A mass of ambulatory flame races across the ground, seeming to flicker and spark from a central, humanoid-shaped conflagration.  Like a living inferno, the fire-creature's burning dance of heat and flame brings it ever closer.

Fire elementals are fast and agile.  The merest touch from their fiery bodies is sufficient to set many materials aflame.
   Fire elementals speak Ignan, though they rarely choose to do so.  When one speaks, its voice sounds like the crackle and hiss of a great fire.


Fire Elemental, Small
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Fire Elemental, Medium
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Fire Elemental, Large
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Fire Elemental, Huge
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Fire Elemental, Greater
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Fire Elemental, Elder
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Fire Elemental, Monolith
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Combat
A fire elemental is a fierce opponent that attacks its enemies directly and savagely.  It takes joy in burning the creatures and objects of the Material Plane to ashes.

   Burning Touch (Ex): As an attack action, a fire elemental can make a touch attack that deals 1d6 points of fire damage.  This attack deals an extra 1d6 points of damage for every size category larger than Small the fire elemental is.
   A fire elemental's burning touch attack counts as a natural attack for the purpose of feats such as Weapon Focus and Improved Natural Attack.

   Burn (Ex): Creatures hit by a fire elemental's burning touch attack must succeed on a Reflex save (DC 10 + 1/2 HD + the fire elemental's Constitution modifier) or catch on fire.  The flame burns for 1d4 rounds.  A burning creature can take a move action to put out the flame.
   Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's burning touch attack, and also catch on fire unless they succeed on a Reflex save.

   Fiery Form (Ex): A fire elemental's body consists of searing flames that illuminate the elemental's surroundings and burn all within reach.  A Small or Medium fire elemental's body provides bright illumination out to 15 feet and shadowy illumination out to 30 feet.  The radius of this illumination doubles for every size category larger than Medium the fire elemental is.
   A fire elemental sets fire to any combustibles in a space it occupies or passes through.  In addition, any creature that begins its turn in the same space as a fire elemental or attempts to pass through a fire elemental's space takes damage as though hit by the elemental's burning touch attack, and also catches on fire unless it succeeds on a Reflex save.
   Finally, unlike most creatures with the fire subtype, a fire elemental is not vulnerable to cold damage.  It takes normal damage from cold effects, rather than half again as much damage.

   Fire Mastery (Ex): A fire elemental's burning touch attack and other fire effects ignore resistance to fire, and they still deal half damage to creatures with immunity to fire.

   Fluid Traits: As a creature with the fluid subtype, a fire elemental is not subject to critical hits, flanking, nonlethal damage, or ability drain.  Due to the fluid nature of its body, a fire elemental takes half damage from all weapons, though a weapon with a special ability such as flaming or frost deals its full energy damage with each hit.
   A fire elemental cannot be tripped, grappled, or bull rushed (nor can it grapple opponents), and it automatically succeeds on Escape Artist checks made to escape from ropes, manacles, and tight spaces.  A fire elemental is never staggered, but reducing it to 0 hit points causes it to lose integrity and break apart (though damage taken until that point does not degrade its ability to attack or resist attacks).

   Gaseous: As a gaseous creature, a fire elemental has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks.  It also has no weight and does not set off traps that are triggered by weight.  A fire elemental is subject to the effects of wind, and it can't manipulate objects or activate items.  A fire elemental can occupy the same space as a creature of any size, since its flows around its target, but remains a creature of its normal size.
   A fire elemental crackles and pops as it moves, and can be heard normally with Listen checks.  Nonvisual senses such as scent and blindsight are wholly effective with regard to a fire elemental.

   Malleable Form (Ex): A fire elemental's control over its form allows it to flow through tiny cracks in objects and move through obstacles.  A fire elemental moves at normal speed through terrain that slows movement.  It can move through permeable objects at half speed, though it cannot move through completely solid barriers.  For example, a fire elemental could flow through a wooden wall (igniting it in the process) by squeezing into cracks and channels, but it could not move through a wall of solid iron or rock.

   Vulnerability to Water (Ex): A fire elemental is vulnerable to water, taking 1d6 points of damage per round of exposure, except in the case of total immersion, which deals 20d6 points of damage per round.
   Damage dealt by weapons or attack forms made of water (such as a water elemental's slam attack) is not halved by a fire elemental's fluid nature; instead, such attacks deal half again as much (+50%) damage to a fire elemental.  In addition, a create water spell (or another spell that creates water) cast into a fire elemental's space deals 1d6 damage per caster level to the elemental.  The fire elemental receives no saving throw against such a spell.
« Last Edit: July 29, 2012, 04:32:30 AM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Water Elemental
« Reply #4 on: July 27, 2012, 12:48:48 AM »
Water Elemental
A vortex of water rolls cross the ground, though it never seems to crash or lose its shape.  The waves cascade and storm around a central, humanoid-shaped whirlpool, with watery appendages that pound with the force of an ocean storm.

A water elemental can be as ferocious and powerful as a stormy sea.
   Water elementals speak Aquan but rarely choose to do so.  When one speaks, its voice sounds like the crashing of waves on a rocky shore or the howls of an ocean gale.


Water Elemental, Small
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Water Elemental, Medium
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Water Elemental, Large
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Water Elemental, Huge
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Water Elemental, Greater
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Water Elemental, Elder
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Water Elemental, Monolith
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Combat
A water elemental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents.

   Churn (Ex): The body of a water elemental is filled with churning currents that grind creatures trapped within the elemental.  Each round, at the beginning of the water elemental's turn, any creatures that it has engulfed take 1d6 points of bludgeoning damage.  This effect deals an extra 1d6 points of damage for every size category larger than Small the elemental is.  An engulfed creature that succeeds on a Fortitude save (DC 10 + 1/2 HD + the water elemental's Strength modifier) takes half damage.

   Drench (Ex): A water elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller.  The elemental can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).

   Engulf (Ex): As a standard action, a water elemental can flow over creatures at least one size category smaller than it, entrapping them within its form.  The elemental simply moves into the opponents' space; any creature whose space it completely covers is subject to the engulf attack.  The elemental cannot make attacks during a round in which it engulfs.  It can engulf as many creatures as fit in its space.
   Opponents can make attacks of opportunity against the elemental, but if they do so they are not entitled to a saving throw.  Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10 + 1/2 the water elemental's base attack bonus + the water elemental's Constitution modifier) or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the creature moves forward.
   Engulfed creatures are considered to be pinned and trapped within the water elemental's body and are subject to the effects of its churn ability (see above).  An engulfed creature that breathes air might drown (see page 304 of the Dungeon Master's Guide).  To escape, the victim must escape the pin and then escape the grapple by winning grapple checks against the elemental.  The victim can choose to make Escape Artist checks in place of grapple checks.  For the purpose of grapple checks made to keep an engulfed creature from escaping, the elemental's grapple modifier is treated as being 1/2 the water elemental's base attack bonus + its Strength modifier + special size modifier, plus any bonuses it might have on grapple checks.  If the water elemental is killed, any engulfed victims are freed.

   Fluid Traits: As a creature with the fluid subtype, a water elemental is not subject to critical hits, flanking, nonlethal damage, or ability drain.  Due to the fluid nature of its body, a water elemental takes half damage from all weapons, though a weapon with a special ability such as flaming or frost deals its full energy damage with each hit.
   A water elemental cannot be tripped, grappled, or bull rushed, nor can it grapple opponents normally (though it can make grapple checks to keep an engulfed creature from escaping), and it automatically succeeds on Escape Artist checks made to escape from ropes, manacles, and tight spaces.  A water elemental is never staggered, but reducing it to 0 hit points causes it to lose integrity and break apart (though damage taken until that point does not degrade its ability to attack or resist attacks).

   Liquid Body (Ex): A water elemental's control over its watery form allows it to flow around attacks, flatten itself against the ground to avoid a blast, and so forth.  Any spell or effect that allows a Reflex save for half damage has a 50% chance to have no effect on a water elemental.

   Malleable Form (Ex): A water elemental's control over its form allows it to flow through tiny cracks in objects and move through obstacles.  A water elemental moves at normal speed through terrain that slows movement.  It can move through permeable objects at half speed, though it cannot move through completely solid barriers.  For example, a water elemental could flow through a wooden or brick wall by squeezing into cracks and channels, but it could not move through a wall of solid iron or rock.

   Skills: A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard.  It can always choose to take 10 on a Swim check, even if distracted or endangered.  It can use the run action while swimming, provided it swims in a straight line.
« Last Edit: July 28, 2012, 04:17:43 AM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline Zrog

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Re: Creature - Elemental
« Reply #5 on: October 21, 2013, 01:21:52 PM »
First - I love these rules.  They make a heck of a lot more sense, clarify a bunch of rules that should have been stated about how a creature of pure energy should be treated, etc.

But... how the heck does one reconcile these rules with druid wildshape and Summon Monster spells?  Suddenly, elementals become so powerful that no player would want to wildshape/summon anything else!

How did you get around this?  I notice the whole subsystem is custom, so did you just disallow summon monster and have no druids in your custom system?

Thanks,

Zrog