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WaylanderX
2012-09-19, 02:08 PM
Hello people, my Gaoler of Frostflame (http://www.giantitp.com/forums/showthread.php?p=13408227#post13408227) class uses some elementals and I'm working on a elemental summoning path. As the number of elementals I make is growed, im kindoff losing the big picture.
As a result, I'm making this little elemental compendium. If you want, I can post elementals made by other people in here to, to create a little database that everybody can use for their elementals. They are ranked by CR and by Element.
Have fun reading!

P.S. The index is in the second post.

Fire

CR 1-5

Living Bomb


http://t3.gstatic.com/images?q=tbn:ANd9GcTNKA_CvHIZy8N27b9ysfmLLFROObeL_ k9K7sFV-LEwj_5gdPIR9L8VLIt4lg

Image by Unknown

Small Elemental (Fire)

Hit Dice:1d8-2 (3 hp)
Initiative: +0
Speed: 30 fly (Good)
Armor Class: 12 (+1 Size, +1 Dex)
Base Attack/Grapple: +0/+4
Attack: Bite -1 (1d3-1)
Full Attack: Bite -1 (1d3-1)
Space/Reach: 5 ft./5ft.
Special Attacks: Self Destruct
Special Qualities: Darkvision 60 ft., Elemental Traits, Adept Grappler, Improved Grapple
Saves: -2 Fort, +2 Ref, +0 Will
Abilities: Str: 8, Dex 10, Con 6, Int 1, Wis 11, Cha 11
Skills: Listen +1, Spot +1
Feats: --
Environment: Elemental Plane of Fire (Infernheim)
Organization: Solitary or in packs (3-6 individuals)
Challenge Rating: 1
Treasure:Standard
Alignment:Usually Neutral
Advancement: 2-6 HD (Small), 7 HD (Medium)
Level Adjustment: --

Living Bombs are the random sprouts of the plane of Infernheim. Their only purpose in life from the moment they are born is to grab a moving target and make themselves explode. They possess only a animalistic bit of intellect.

Self-Destruct (Ex): As soon as the Living Bomb gets a hold of an enemy, it uses its Self-Destruct ability, dealing 1d6 fire damage per HD of the Living Bomb to the one it grappled and destroying itself.
Adept Grappler (Ex): Because of its big toothy mouth, it can grapple really well, even target it normally couldn’t grapple. It takes no size penalty to grapple and can even grapple creatures up to 3 size categories larger then himself (The size he can grapple if they are smaller than him is still the same).
Improved Grapple (Ex): The Living Bomb gains a +4 on Grapple checks and can grapple without provoking an attack of opportunity.

CR 6-10


To be Added


CR 11-15

Gathling

Medium Elemental (Fire)

Hit Dice: 14d8+16 (52 hp)
Initiative: +5
Speed: 30 ft.
Armor Class: 21 (+5 Dex, +6 natural)
Base Attack/Grapple: +11/+10
Attack: 2 Rain of Fire +16/+16 (2d4+2d4 Fire)
Full Attack: 6 Rain of Fire +16/all (2d4+2d4 Fire)
Space/Reach: 5 ft./5ft.
Special Attacks: Rain of Fire
Special Qualities: Darkvision 60 ft., Elemental Traits, Evasion.
Saves: +7 Fort, +15 Ref, +7 Will
Abilities: Str: 8, Dex 20, Con 14, Int 8, Wis 14, Cha 11
Skills: Listen +12, Spot +12
Feats: Precise Shot, Sharp Shooting, Shot on the Run, Pointblank Shot, Multishot.
Environment: Elemental Plane of Ice (Arcturos)
Organization: Solitary
Challenge Rating: 13
Treasure:Standard
Alignment:Usually Neutral
Advancement: 15-17 HD (Medium), 18-20 HD (Large)
Level Adjustment: --

These twitchy, fast fire elementals hail from the plane of fire, Infernheim. They are always in a state of hyperactiveness, although, strangely, this does not seem to effect their fire accuracy. Speaking about their attack, they are dead accurate and can let lose a whole lot of attack in only a short amount of time, inflicting tremendous damage

Rain of Fire (Ex): An Gathling can let out a huge stream of fire imbued bullets, ripping through enemies and burning them to a scrisp. This attack has a range increment of 60 ft. and a max amount of range increments of 5. This attack deals 2d4 piercing damage plus 2d4 fire damage per shot fired.

CR 16-20

More to be Added

CR 20+

Fire Angel

http://th08.deviantart.net/fs9/PRE/i/2006/024/7/9/Fire_angel_by_Touda_san.jpg

Image by Touda-san

Large Elemental (Fire)

Hit Dice:20d8+280 (370)
Initiative: +13
Speed: Fly 150 ft. Perfect
Armor Class: 40 (-1 Size, +9 Dex, +11 natural, +10 Deflection)
Base Attack/Grapple: +15/+21
Attack: Slam +16 (3d6+2 fire) OR Fiery Ray +24 Touch (10d6 fire)
Full Attack: 3 Slams +17/+12/+7 (3d6+2 fire) OR 3 Fiery Rays +26/+26/+26 (10d6 fire)
Space/Reach: 10 ft./10ft.
Special Attacks: Spelllike abilities, Fiery Ray, Eruption
Special Qualities: Darkvision 60 ft., Elemental Traits, Spellresistance and Powerresistance 32, DR 30/Epic, Divine Protection, Immunity to Fire, Electricity, any polymorph effect and mindeffecting, telepathy 300 ft., Burning Aura, Regeneration 30 (Cold).
Saves: +20 Fort, +31 Ref, +21 Will
Abilities: Str: 14, Dex 28, Con 18, Int 22, Wis 20, Cha 30
Skills: Bluff +43, Concentration +30, Knowledge (All knowledges) +33, Diplomacy +37, Seach +31, Sense Motive +30, Spellcraft +31, Spot +30.
Feats: Weapon Focus (Ray), Ability Focus (Burning Aura), Maximize Spelllike Ability, Empower Spelllike Ability, Widen Spelllike Ability, Improved Initiative, Flyby Attack, Great Flyby Attack.
Environment: Infernheim (Iugon, Plane of Fire)
Organization: Solitary
Challenge Rating: 23
Treasure:Double Standard
Alignment: Neutral Good or Neutral Evil
Advancement: 21-30 HD (Large), 30HD+ (Huge)
Level Adjustment: --

Before you stands a creature made of pure flames. Although the flame flicker and flare wildly, you can still clearly make out a feminine shape. In your mind you can hear something that sounds like laughter, making you feel at ease, dispite being near such a creature with clear potential to fry you to your very soul.

Fire angels are the enbodiment of the circle of live and death, the renewing of life by scorching away the remnants of old. Although most of them are good at heart, some devote their lives to scorching everything, using trickery and deceit to get close, then kill they victims in the blink of an eye.

Divine Protection: (Su)A Fire Angel gets her Charisma modifier on all saves, hp each hitdie and as a deflection bonus on AC.

Fiery Ray: (Su) As a standard action, an Fire Angel may make a ranged touch attack against a single target within 300 ft.. If it hits, the target takes 10d6 fire damage. The Angel is able to make itteratives with this ability without penalty, when used in a full attack.

Burning Aura: (Ex) A Fire Angel has an aura arround her that can burn everything that she wishes to burn. Any enemies within 100 ft. of the angel (allies and neutrals are unaffected, unless she wishes to hurt them) take 5d8 points of fire damage each round (DC 32 Reflex halves).
Regeneration: (Ex) A Fire Angel takes normal damage from all sources of Cold damage. This disables the regeneration for 1 turn.

Eruption: (Su) As a full round action, a Fire Angel can unleash great waves of fire, severely damaging and stunning everyone nearby. Every enemy within 100 ft. takes 20d8 point of fire damage and must succeed on a DC 32 Fort save or be stunned for 3 rounds. This ability is usable once per day.

Spelllike Abilities: (Sp) At will: Wall Of Fire, Dimension Door, Greater Teleport. 3/day: Delayed Blast Fireball. 1/day: Meteor Swarm, Heal (CL 20)


Ice

CR 1-5

Iceborn Slinger

Small Elemental (Ice)

Hit Dice:1d8 (5 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 16 (+1 Size, +3 Dex, +2 natural)
Base Attack/Grapple: +0/-4
Attack: Slam +0 (1d4) or Sling +3 (1d8 cold)
Full Attack: Slam +0 (1d4) or Sling +3 (1d8 cold)
Space/Reach: 5 ft./5ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., Elemental Traits, Keen Thrower
Saves: +2 Fort, +3 Ref, +0 Will
Abilities: Str: 10, Dex 16, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +2
Feats: Precise Shot (B)
Environment: Elemental Plane of Ice (Arcturos)
Organization: Solitary or Hunting Party (2-4 individuals)
Challenge Rating: 1
Treasure:Standard
Alignment:Usually Neutral
Advancement: 2-6 HD (Small), 7 HD (Medium)
Level Adjustment: --

These small, primitive elementals come from the icy cold plane of Arcturos, the plane of Ice. They form small groups which seem to have no internal hierarchy. However, they are quite cunning and love hunting, so when in group, they will use clever flanking tactics to get the upper hand. Individually though, they are quite dumb and dense.

Keen Thrower (Ex): An Iceborn Slinger is so adept at slinging that he ignores the first two range increments for the purpose of penalties.

Small Ice Elemental


http://www.dandwiki.com/w/images/7/7f/Fantasy-Creature-9626_-_Ice_Elemental_scaled.jpg

Image by Unknown

Small Elemental (Cold)

Hit Dice:2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft., 20 ft. Swim, 20 ft. Glide (See below)
Armor Class: 17 (+1 Size, +6 Natural)
Base Attack/Grapple: +1/-2
Attack: Slam +3 melee (1d4 plus 1d4 cold)
Full Attack: Slam +3 melee (1d4 plus 1d4 cold)
Space/Reach: 5 ft./5ft.
Special Attacks: Icicle Shot
Special Qualities: Ice Climb, Ice Glide, Darkvision 60 ft., Elemental Traits
Saves: +3 Fort, +0 Ref, +0 Will
Abilities: Str: 12, Dex 11, Con 12, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Power Attack, Cleave (B), Weapon Focus (slam) (B)
Environment: Elemental Plane of Cold
Organization: Solitary
Challenge Rating: 1
Treasure:Standard
Alignment:Usually Neutral
Advancement: 3 HD (Small)
Level Adjustment: --

Icicle Shot (Ex): A ice elemental can shoot a spike of ice at a single target within 80 feet as a ranged touch attack. This spike deals 2d4 damage. The target must make a Fort save DC 12 or have all movement modes decreased by 20 feet (Minimum 10 ft., DC is constitution based)
Ice Glide (Su): A ice elemental can glide though ice as if it was air. This ability works just as the earth elemental's earthglide, but works only in ice and has a speed of 20 feet.
Ice Climb (Ex): As the white dragon ability.

Medium Ice Elemental

Medium Elemental (Cold)

Hit Dice:4d8+12 (30 hp)
Initiative: +0
Speed: 30 ft., 20 ft. Swim, 20 ft. Glide (See below)
Armor Class: 19 (+1 Size, +8 Natural)
Base Attack/Grapple: +3/+6
Attack: Slam +7 melee (1d6+4 plus 1d6 cold)
Full Attack: Slam +7 melee (1d6+4 plus 1d6 cold)
Space/Reach: 5 ft./5ft.
Special Attacks: Icicle Shot
Special Qualities: Ice Climb, Ice Glide, Darkvision 60 ft., Elemental Traits
Saves: +3 Fort, +0 Ref, +0 Will
Abilities: Str: 18, Dex 11, Con 16, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Power Attack, Cleave (B), Weapon Focus (slam) (B), Ability Focus (Icicle Shot)
Environment: Elemental Plane of Cold
Organization: Solitary
Challenge Rating: 3
Treasure:Standard
Alignment:Usually Neutral
Advancement: 5-7 HD (Medium)
Level Adjustment: --

Icicle Shot (Ex): A ice elemental can shoot a spike of ice at a single target within 80 feet as a ranged touch attack. This spike deals 4d4 damage. The target must make a Fort save DC 17 or have all movement modes decreased by 20 feet (Minimum 10 ft., DC is constitution based)
Ice Glide (Su): A ice elemental can glide though ice as if it was air. This ability works just as the earth elemental's earthglide, but works only in ice and has a speed of 20 feet.
Ice Climb (Ex): As the white dragon ability.

Large Ice Elemental

Large Elemental (Cold)

Hit Dice:8d8+12 (82 hp)
Initiative: +0
Speed: 30 ft., 20 ft. Swim, 20 ft. Glide (See below)
Armor Class: 21 (+1 Size, +10 Natural)
Base Attack/Grapple: +6/+16
Attack: Slam +11 melee (2d6+4 plus 2d6 cold)
Full Attack: 2 Slams +11 melee (2d6+6 plus 2d6 cold)
Space/Reach: 10 ft./10 ft.
Special Attacks: Icicle Shot
Special Qualities: Ice Climb, Ice Glide, Darkvision 60 ft., Elemental Traits
Saves: +12 Fort, +2 Ref, +2 Will
Abilities: Str: 22, Dex 11, Con 22, Int 4, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Power Attack, Cleave (B), Weapon Focus (slam) (B), Ability Focus (Icicle Shot), Great Cleave.
Environment: Elemental Plane of Cold
Organization: Solitary
Challenge Rating: 5
Treasure:Standard
Alignment:Usually Neutral
Advancement: 5-7 HD (Medium)
Level Adjustment: --

Icicle Shot (Ex): A ice elemental can shoot a spike of ice at a single target within 80 feet as a ranged touch attack. This spike deals 6d4 damage. The target must make a Fort save DC 22 or have all movement modes decreased by 20 feet (Minimum 10 ft., DC is constitution based)
Ice Glide (Su): A ice elemental can glide though ice as if it was air. This ability works just as the earth elemental's earthglide, but works only in ice and has a speed of 20 feet.
Ice Climb (Ex): As the white dragon ability.



CR 6-10



Iceborn Flanker

Small Elemental (Ice)

Hit Dice:7d8 (23 hp)
Initiative: +4
Speed: 30 ft.
Armor Class: 19 (+1 Size, +4 Dex, +4 natural)
Base Attack/Grapple: +5/+2
Attack: Arm Blade +7 (1d6)
Full Attack: Arm Blade +7 (1d6)
Space/Reach: 5 ft./5ft.
Special Attacks: Sneak Attack
Special Qualities: Darkvision 60 ft., Elemental Traits, Briljant Stabber, Snow Camouflage.
Saves: +5 Fort, +6 Ref, +2 Will
Abilities: Str: 12, Dex 18, Con 10, Int 6, Wis 11, Cha 11
Skills: Listen +5, Spot +5, Hide +8, Move Silently +8
Feats: Vexing Flanker, Combat Reflexes, Weapon Focus (Arm Blade)
Environment: Elemental Plane of Ice (Arcturos)
Organization: Solitary or Assault Group (2-4 individuals)
Challenge Rating: 5
Treasure:Standard
Alignment:Usually Neutral
Advancement: 2-6 HD (Small), 7 HD (Medium)
Level Adjustment: --

These small, primitive elementals come from the icy cold plane of Arcturos, the plane of Ice. They blend in with the background of that plane, causing them to be very hard to spot. They ambush everything that moves just for the sake of ambushing something. They are not really clever, although they can still form eleborate ambush plannes while in a group.

Sneak Attack (Ex): An Iceborn Flanker deals 2d6 extra damage while flanking or whenever the target loses it's Dex bonus for any reason.

Briljant Stabber (Ex): When flanking with one of its own kind, a Iceborn Flanker gains an additional 1d6 Sneak Attack damage.
Snow Camouflage (Ex): When in snowy or white terrain, a Flanker gains a +8 bonus on Hide checks.


CR 11-15

Living Glacier


http://www.visualart.ro/s2/5028218bd44ab4f039000000/ice-elemental.jpg
Art by Jordy Lakiere

Large Elemental (Ice)

Hit Dice:18d8+50 (95 hp)
Initiative: +0
Speed: 20 ft.
Armor Class: 34 (-1 Size, +25 natural) (40 if in defensive mode)
Base Attack/Grapple: +13/+23
Attack: Slam +18 (1d8+6)
Full Attack: 2 Slams +18 (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Icy Grip, Cover
Special Qualities: Darkvision 60 ft., Elemental Traits, Snow Camouflage.
Saves: +21 Fort, +6 Ref, +16 Will
Abilities: Str: 22, Dex 10, Con 30, Int 8, Wis 11, Cha 11
Skills: Listen +5, Spot +5, Hide +4.
Feats: Ability Focus (Icy Grip), Great Fortitude, Power Attack, Steadfast Determination, Endurance (B), Cleave, Great Cleave.
Environment: Elemental Plane of Ice (Arcturos)
Organization: Solitary
Challenge Rating: 13
Treasure:Standard
Alignment:Usually Neutral
Advancement: 18-20 HD (Large), 20-25 HD (Huge), 25+ HD (Gargantuan).
Level Adjustment: --

A large elemental hailing from the plane of Ice, this elemental is an expert in defense. These creatures are often used by stronger elementals or Gaolers as guards due to their size and toughness.

Icy Grip (Ex): Once every 4 rounds, a Living Glacier can root an enemy in place. The target must succeed on a Fort Save DC 10+Damage Dealt or be rooted in place for 2 rounds.
Cover (Ex): As a full round action, a Living Glacier can fortify itself, causing its speed to be 0 and his AC to be increased by 6 (Untyped bonus). Addionally, all creatures behind an Living Glacier gain total concealment.
Snow Camouflage (Ex): When in snowy or white terrain, a Flanker gains a +8 bonus on Hide checks.

CR 16-20

More to be Added

CR 20+

Ice Angel


http://www.advancedanime.com/pictures/normal_blue_angel_aura_1.jpg

Image by Unknown

Medium Elemental (Ice)

Hit Dice:20d8+340 (430)
Initiative: +9
Speed: 80 Ft., Fly 100 ft. Perfect
Armor Class: 44 ( +5 Dex, +20 natural, +10 Deflection)
Base Attack/Grapple: +15/+19
Attack: Slam +19 (3d6+4 Cold) OR Ice Shard +20 Ranged Touch (5d6 Cold + Slow)
Full Attack: 3 Slams +19/+14/+9 (3d6+2 fire) OR 3 Ice Shards +20/+20/+20 (5d6 Cold + Slow)
Space/Reach: 10 ft./10ft.
Special Attacks: Spelllike abilities, Ice Shard, Flash Frost
Special Qualities: Darkvision 60 ft., Elemental Traits, Spellresistance and Powerresistance 32, DR 30/Epic, Divine Protection, Immunity to Cold, Acid, any polymorph effect and mindeffecting, telepathy 300 ft., Numbing Aura, Regeneration 30 (Fire).
Saves: +30 Fort, +21 Ref, +24 Will
Abilities: Str: 18, Dex 20, Con 24, Int 22, Wis 24, Cha 30
Skills: Bluff +43, Concentration +32, Knowledge (All knowledges) +33, Diplomacy +37, Search +31, Sense Motive +32, Spellcraft +31, Spot +32.
Feats: Weapon Focus (Ray), Ability Focus (Numbing Aura), Extend Spelllike Ability, Enlarge Spelllike Ability, Widen Spelllike Ability, Improved Initiative, Flyby Attack, Great Flyby Attack.
Environment: Arcturos (Iugon, Plane of Ice)
Organization: Solitary
Challenge Rating: 23
Treasure:Double Standard
Alignment: Neutral Good or Neutral Evil
Advancement: 21-30 HD (Large), 30HD+ (Huge)
Level Adjustment: --

Before you stands a creature made of pure white ice. It clearly looks feminine. She smiles at you and you hear a voice in your head telling you that, now that she is here, everything will be alright. She seems kind and sisterlike to you, despite being a creature of great power.

The embodiment of preservation and stability, these powerfull creatures are kind of any they encounter.... If you're fortunate enough to encounter the good kind of Ice Angel. If you come across an evil Ice Angel, you'll be doomed to be locked up the rest of your live in a icy cage.

Divine Protection: (Su)A Fire Angel gets her Charisma modifier on all saves, hp each hitdie and as a deflection bonus on AC.

Ice Shard: (Su) As a standard action, an Ice Angel may make a ranged touch attack against a single target within 300 ft.. If it hits, the target takes 5d6 cold damage and is slowed as the spell unless it succeeds on a Fort save DC 32. The Angel is able to make itteratives with this ability without penalty, when used in a full attack.

Numbing Aura: (Ex) A Fire Angel has an aura arround her that chills everything that she wishes to chill. Any enemies within 100 ft. of the angel (allies and neutrals are unaffected, unless she wishes to hurt them) take 5d8 points of nonlethal damage each round (DC 32 Reflex halves) and all their movement modes are reduced by 50 ft. (Doesnt stack with Ice Shard, highest reduction applies).

Regeneration: (Ex) A Fire Angel takes normal damage from all sources of Cold damage. This disables the regeneration for 1 turn.

Flash Frost: (Su) As a full round action, a Fire Angel can unleash great waves of ice, stunning everyone nearby. Every enemy within 100 ft. takes 5d8 point of Ice damage and must succeed on a DC 32 Fort save or be stunned for 1 minute. This ability is usable once per day.

Spelllike Abilities: (Sp) At will: Wall Of Ice, Dimension Door, Greater Teleport. 3/day: Polar Ray. 1/day: Meteor Swarm (Cold instead of Fire Damage), Heal (CL 20)


Wind

CR 1-5

Storm Cloud

Small Elemental (Air)

Hit Dice:1d8 (5 hp)
Initiative: +0
Speed: 15 ft. Perfect
Armor Class: 13 (+1 Size, +0 Dex, +2 natural)
Base Attack/Grapple: +0/-4
Attack: Thundershock +1 Touch (1d6 electricity)
Full Attack: Thundershock +1 Touch (1d6 electricity)
Space/Reach: 5 ft./5ft.
Special Attacks: Thunder shock
Special Qualities: Darkvision 60 ft., Elemental Traits
Saves: +0 Fort, +2 Ref, +0 Will
Abilities: Str: 6, Dex 10, Con 10, Int --, Wis 11, Cha 11
Skills: Listen +2, Spot +2
Feats: Weapon Focus (Ray) (B)
Environment: Material Plane (Iugon)
Organization: Solitary, Small Float (2-4 individuals) or Mass Cloud (8-40 individuals, 1 with 7 HD)
Challenge Rating: 1
Treasure:Standard
Alignment:Always Neutral
Advancement: 2-6 HD (Small), 7 HD (Medium)
Level Adjustment: --

Born of both fire and frost, these small mindless elementals drift about, being content with doing nothing. When under attack though, they fly towards the nearest enemy, hover over it and pummet it with charged bolts. Alone this might not be dangerous, but Stormclouds have the habit of forming floating groups, which makes attacking them a highly dangerous endeavor.

Thunder shock (Su): By hovering directly over somebody, a Stormcloud can zap opponents with electricity, dealing 1d6 electricity damage on a successfull ranged touch attack. The Stormcloud has to be directly above 1 of the squares of the target to use this attack, up to 40 ft. high. This attack can be used by the Stormcloud while moving, as long as he flies over a opponent.

CR 6-10

More to be Added

CR 11-15

More to be Added

CR 16-20

More to be Added

CR 20+

More to be Added


Earth

CR 1-5

More to be Added

CR 6-10

More to be Added

CR 11-15

More to be Added

CR 16-20

More to be Added

CR 20+

More to be Added


Other

CR 1-5

More to be Added

CR 6-10

More to be Added

CR 11-15

More to be Added

CR 16-20

More to be Added

CR 20+

More to be Added

WaylanderX
2012-09-19, 02:09 PM
Index

All Elementals in alphabetical order.
Format: "Name" - CR Range/Elemental type (Made By)



Fire Angel - CR 20+/Fire (WaylanderX)
Gathling - CR 6-10/Fire (WaylanderX)
Ice Angel - CR 20+/Ice (WaylanderX)
Ice Elemental, Large - CR 1-5/Ice (WaylanderX)
Ice Elemental, Medium - CR 1-5/Ice (WaylanderX)
Ice Elemental, Small - CR 1-5/Ice (WaylanderX)
Iceborn Flanker - CR 6-10/Ice (WaylanderX)
Iceborn Slinger - CR 1-5/Ice (WaylanderX)
Living Bomb - CR 1-5/Fire (WaylanderX)
Storm Cloud - CR 1-5/Wind (WaylanderX)

WaylanderX
2012-09-19, 02:10 PM
Reserved #2 For Teh Gnomish RESISTANCE!