« Last post by bhu on November 11, 2018, 08:19:28 PM »
Abyssal Elemental is an Inherited Template that can be applied to any Elemental. They are Elementals "born" in the Abyssal layer of Thanatos, perverted by the magics of Orcus. When he spreads his taint into the Prime they sometimes accompany it, perverting nature in their wake.
Size and Type: Unchanged. Gains the Chaotic and Evil Subtypes.
Hit Dice: Unchanged.
Armor Class: Unchanged.
Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:
Spell-Like Abilities (Sp): An Abyssal Elemental with a Charisma score of 8 or higher has spell-like abilities depending on its Hit Dice, as below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based. 1-2 HD: Sap Strength 3/Day (Air), Desecrate 3/Day (Earth), Dance of Ruin 3/day (Fire), Curse Water 3/day (Water); 3-4 HD: Summon Undead II 1/Day; 5-6 HD: Consumptive Field 1/Day (Air), Profane Item 1/Day (Earth), Clutch of Orcus 1/Day (Fire), Contagion 1/Day (Water); 7-8 HD: Unholy Storm 3/Day (Air), Rejuvenative Corpse 3/Day (Earth), Shriveling 3/Day (Fire), Drown 3/Day (Water); 9-10 HD: Summon Undead IV 1/Day; 11-12 HD: Greater Consumptive Field 1/Day (Air), Vile Death 1/Day (Earth), Pulse of Hate 1/Day (Fire), Pestilence 1Day (Water); 13-14 HD: Unholy Aura 3/Day, Unhallow 1/Day; 15-16 HD: Plague 1/Day (Air), Skeletal Guard 1/Day (Earth), Blackfire 1/Day (Fire), Befoul 1/Day (Water); 17-18 HD: Summon Monster IX (Bebelith or Hezrou only); 19-20 HD: Blasphemy 1/Day.
Pervert the Natural Order (Ex): 1/Day the Abyssal Elemental can make a Melee Touch Attack against any living Creature with a non-Evil Alignment that the Tainted Nature Template can be applied to. The target must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Charisma Modifier) or permanently gain the Tainted Nature Template until it receives a Limited Wish or Wish spell.
Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:
Immunities: Immune to Electrical damage.
Energy Resistance (Ex): The Base Creature gains Energy Resistance to Acid, Cold and Fire. The exact amount depends on the Base Creatures Hit Dice: 5 HD or less (5), 6+ HD (10).
Damage Reduction (Ex): The Base Creature gains Damage Reduction x/Cold Iron or Good. The amount depends on the Base Creatures Hit Dice: 5 HD or less (DR 5), 6-19 HD (DR 10), 20+ HD (DR 15).
Abilities: +4 Int, +4 Cha.
Environment: The Abyss.
Challenge Rating: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment: Always Chaotic Evil.
Level Adjustment: ---
Example of creature using template here:
Small Abyssal Fire Elemental
Small Elemental (Chaotic, Evil, Extraplanar, Fire)
Hit Dice: 2d8 (9 hp)
Speed: 50 ft. (10 squares)
Armor Class: 15 (+1 Size, +1 Dex, +3 Natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/-3
Attack: Slam +3 melee (1d4 plus 1d4 fire)
Full Attack: Slam +3 melee (1d4 plus 1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn, Spell-Like Abilities, Pervert the Natural Order
Special Qualities: Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold, Immune to Electricity, Energy Resistance 5 (Acid, Cold, Fire), DR 5/Cold Iron or Good
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 10, Dex 13, Con 10, Int 8, Wis 11, Cha 15
Skills: Listen +2, Spot +3
Feats: Dodge, Improved Initiative (B), Weapon Finesse (B)
Environment: The Abyss
Challenge Rating: 2
Alignment: Always Chaotic Neutral
Advancement: 3 HD (Small)
Level Adjustment: ---
Burn (Ex): A fire elemental’s slam attack deals bludgeoning damage plus 1d4 fire damage from the elemental’s flaming body. Those hit by a fire elemental’s slam attack also must succeed on a DC 11 Reflex save or catch on fire. The flame burns 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 elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.
Spell-Like Abilities (Sp): The Abyssal Fire Elemental can cast Dance of Ruin 3/day as a Spell-Like Ability.
Pervert the Natural Order (Ex): 1/Day the Abyssal Elemental can make a Melee Touch Attack against any living Creature with a non-Evil Alignment that the Tainted Nature Template can be applied to. The target must make a DC 14 Willpower Save or permanently gain the Tainted Nature Template until it receives a Limited Wish or Wish spell.