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Lord Iames Osari
2006-12-05, 09:31 PM
Note: Although my homebrew system uses the Vitality Point/Wound Point system, I have presented them here using the standard Hit Point system for those who do not use VP/WP.

Life Elemental, Small
Small Elemental (Positive, Extraplanar)
HD 2d8+6 (15 hp)
Speed Fly 60 ft. (12 squares, perfect)
Init: +1
AC 15 (+1 Dex, +1 size, +3 natural); touch 12; flat-footed 13
BAB +1; Grp -1
Attack Slam +4 melee (1d4+2) or positive touch +4 melee touch (5 positive)
Full Attack Slam +4 melee (1d4+2) or positive touch +4 melee touch (5 positive)
Space 5 ft.; Reach 5 ft.
Special Attacks Positive touch
Special Qualities Life's growth, lifesense (60 ft.), elemental traits
Saves Fort +8, Ref +1, Will +0
Abilities Str 14, Dex 13, Con 16, Int 4, Wis 11, Cha 11
Skills Listen +2, Spot +3
Feats Greater Fortitude
Environment Positive Energy Plane
Organization Solitary
Challenge Rating 1
Treasure None
Alignment Usually N
Advancement 3 HD (Small)
Level Adjustment ~

Life Elemental, Medium
Medium Elemental (Positive, Extraplanar)
HD 4d8+24 (44 hp)
Speed Fly 60 ft. (12 squares, perfect)
Init: +2
AC 15 (+2 Dex, +3 natural); touch 12; flat-footed 13
BAB +3; Grp +6
Attack Slam +6 melee (1d6+3) or positive touch +6 melee touch (9 positive)
Full Attack Slam +6 melee (1d6+3) or positive touch +6 melee touch (9 positive)
Space 5 ft.; Reach 5 ft.
Special Attacks Positive touch
Special Qualities Life's growth, lifesense (60 ft.), elemental traits
Saves Fort +11, Ref +3, Will +1
Abilities Str 16, Dex 14, Con 20, Int 4, Wis 11, Cha 11
Skills Listen +3, Spot +4
Feats Greater Fortitude, Improved Toughness
Environment Positive Energy Plane
Organization Solitary
Challenge Rating 3
Treasure None
Alignment Usually N
Advancement 5-7 HD (Medium)
Level Adjustment ~

Life Elemental, Large
Large Elemental (Positive, Extraplanar)
HD 8d8+64 (100 hp)
Speed Fly 60 ft. (12 squares, perfect)
Init: +2
AC 18 (+2 Dex, -1 size, +7 natural); touch 11; flat-footed 16
BAB +6; Grp +14
Attack Slam +9 melee (2d6+4) or positive touch +10 melee touch (15 positive)
Full Attack 2 slams +9 melee (2d6+4) or 2 positive touches +10 melee touch (15 positive)
Space 10 ft.; Reach 10 ft.
Special Attacks Positive touch
Special Qualities Fast healing 5, life's growth, lifesense (60 ft.), elemental traits
Saves Fort +15, Ref +4, Will +2
Abilities Str 18, Dex 15, Con 24, Int 6, Wis 11, Cha 11
Skills Listen +5, Spot +6
Feats Greater Fortitude, Improved Toughness, Weapon Focus (positive touch)
Environment Positive Energy Plane
Organization Solitary
Challenge Rating 5
Treasure None
Alignment Usually N
Advancement 9-15 HD (Large)
Level Adjustment ~

Life Elemental, Huge
Huge Elemental (Positive, Extraplanar)
HD 16d8+160 (232 hp)
Speed Fly 60 ft. (12 squares, perfect)
Init: +7
AC 22 (+3 Dex, -2 size, +11 natural); touch 11; flat-footed 21
BAB +12; Grp +25
Attack Slam +10 melee (3d6+5/19-20) or positive touch +11 melee touch (25 positive)
Full Attack 2 slams +10 melee (3d6+5/19-20) or 2 positive touches +11 melee touch (25 positive)
Space 15 ft.; Reach 15 ft.
Special Attacks Positive touch
Special Qualities Fast healing 5, life's growth, lifesense (60 ft.), elemental traits
Saves Fort +21, Ref +8, Will +5
Abilities Str 20, Dex 17, Con 28, Int 6, Wis 11, Cha 11
Skills Listen +5, Spot +6
Feats Greater Fortitude, Improved Toughness, Weapon Focus (positive touch), Improved Initiative, Improved Critical (slam), Power Attack
Environment Positive Energy Plane
Organization Solitary
Challenge Rating 7
Treasure None
Alignment Usually N
Advancement 17-20 HD (Huge)
Level Adjustment ~

Life Elemental, Greater
Huge Elemental (Positive, Extraplanar)
HD 21d8+231 (325 hp)
Speed Fly 60 ft. (12 squares, perfect)
Init: +8
AC 23 (+4 Dex, -2 size, +11 natural); touch 12; flat-footed 21
BAB +15; Grp +28
Attack Slam +19 melee (3d6+5/19-20) or positive touch +20 melee touch (31 positive)
Full Attack 2 slams +19 melee (3d6+5/19-20) or 2 positive touches +20 melee touch (31 positive)
Space 15 ft.; Reach 15 ft.
Special Attacks Positive touch
Special Qualities Fast healing 10, life's growth, lifesense (60 ft.), elemental traits
Saves Fort +24, Ref +10, Will +6
Abilities Str 20, Dex 18, Con 30, Int 8, Wis 11, Cha 11
Skills Listen + 12, Spot +12
Feats Greater Fortitude, Improved Toughness, Weapon Focus (positive touch), Improved Initiative, Improved Critical (slam), Power Attack, Cleave, Great Cleave
Environment Positive Energy Plane
Organization Solitary
Challenge Rating 9
Treasure None
Alignment Usually N
Advancement 22-23 HD (Huge)
Level Adjustment ~

Life Elemental, Elder
Huge Elemental (Positive, Extraplanar)
HD 24d8+288 (384 hp)
Speed Fly 60 ft. (12 squares, perfect)
Init: +8
AC 23 (+4 Dex, -2 size, +13 natural); touch 12; flat-footed 23
BAB +15; Grp +28
Attack Slam +21 melee (3d6+5/19-20) or positive touch +21 melee touch (35 positive)
Full Attack 2 slams +21 melee (3d6+5/19-20) or 2 positive touches +21 melee touch (35 positive)
Space 15 ft.; Reach 15 ft.
Special Attacks Positive touch
Special Qualities Fast healing 10, life's growth, lifesense (60 ft.), elemental traits
Saves Fort +27, Ref +12, Will +8
Abilities Str 20, Dex 19, Con 32, Int 10, Wis 11, Cha 11
Skills Listen +27, Spot +27
Feats Greater Fortitude, Improved Toughness, Weapon Focus (positive touch), Improved Initiative, Improved Critical (slam), Power Attack, Cleave, Great Cleave, Weapon Focus (slam)
Environment Positive Energy Plane
Organization Solitary
Challenge Rating 11
Treasure None
Alignment Usually N
Advancement 25-48 HD (Huge)
Level Adjustment ~

Positive Touch (Ex): A life elemental can make a melee touch attack to deliver a charge of positive energy that heals damage equal to the life elemental's Constitution modifier + the life elemental's Hit Dice. This ability can grant temporary hp like the fast healing granted by the Positive Energy Plane, but the Fortitude DC is equal to the number of temporary hp the creature has. A life elemental cannot grant itself temporary hp using this ability. Unlike most forms of temp hp, temp hp from this ability stacks with itself.
Life's Growth (Ex): Life elementals can grow in power by absorbing positive energy. Cure spells and effects, as well as other spells and effects employing positive energy, can grant a life elemental temporary hp in excess of its normal hp. Every 8 temporary hp gained in this way grants the life elemental a temporary Hit Die, which disappears after 1 hour. Temporary HD grant all the benefits of normal HD, except hp. A life elemental can only ever have a number of temporary HD equal to the number of normal HD it possesses.
Lifesense (Ex): A life elemental can detect the life force of all creatures around it within a radius of 60 feet, including undead. A life elemental knows the location, HD, and current hp of all beings within 60 feet of itself.
Positive subtype (Ex): The fast healing granted by major positive-dominant planes does not grant life elementals temporary hp. Spells and effects employing negative energy deal 50% more damage to a life elemental on a failed save.

Lord Iames Osari
2006-12-06, 11:10 AM
Death Elemental, Small
Small Elemental (Negative, Extraplanar)
HD 2d8 (13 hp)
Speed Fly 60 ft. (12 squares, perfect)
Init: +0
AC 15 (+1 Dex, +1 size, +3 natural); touch 12; flat-footed 13
BAB +1; Grp -1
Attack Slam +5 melee (1d4+3) or negative touch +5 melee touch (4 negative)
Full Attack Slam +5 melee (1d4+3) or negative touch +5 melee touch (4 negative)
Space 5 ft.; Reach 5 ft.
Special Attacks Negative touch
Special Qualities Entropic growth, lifesense (60 ft.), elemental traits
Saves Fort +7, Ref +1, Will +0
Abilities Str 16, Dex 12, Con 14, Int 4, Wis 11, Cha 11
Skills Listen +2, Spot +3
Feats Greater Fortitude
Environment Negative Energy Plane
Organization Solitary
Challenge Rating 1
Treasure None
Alignment Usually N
Advancement 3 HD (Small)
Level Adjustment ~

Death Elemental, Medium
Medium Elemental (Negative, Extraplanar)
HD 4d8+12 (32 hp)
Speed Fly 60 ft. (12 squares, perfect)
Init: +2
AC 15 (+2 Dex, +3 natural); touch 12; flat-footed 13
BAB +3; Grp +8
Attack Slam +8 melee (1d6+5) or negative touch +8 melee touch (7 negative)
Full Attack Slam +8 melee (1d6+5) or negative touch +8 melee touch (7 negative)
Space 5 ft.; Reach 5 ft.
Special Attacks Negative touch
Special Qualities Entropic growth, lifesense (60 ft.), elemental traits
Saves Fort +9, Ref +3, Will +1
Abilities Str 20, Dex 14, Con 16, Int 4, Wis 11, Cha 11
Skills Listen +3, Spot +4
Feats Greater Fortitude, Power Attack
Environment Negative Energy Plane
Organization Solitary
Challenge Rating 3
Treasure None
Alignment Usually N
Advancement 5-7 HD (Medium)
Level Adjustment ~

Death Elemental, Large
Large Elemental (Negative, Extraplanar)
HD 8d8+32 (68 hp)
Speed Fly 60 ft. (12 squares, perfect)
Init: +2
AC 18 (+2 Dex, -1 size, +7 natural); touch 11; flat-footed 16
BAB +6; Grp +17
Attack Slam +13 melee (2d6+7) or negative touch +12 melee touch (12 negative)
Full Attack 2 slams +13 melee (2d6+7) or 2 negative touches +12 melee touch (12 negative)
Space 10 ft.; Reach 10 ft.
Special Attacks Negative touch
Special Qualities Fast healing 5, entropic growth, lifesense (60 ft.), elemental traits
Saves Fort +12, Ref +4, Will +2
Abilities Str 24, Dex 15, Con 18, Int 6, Wis 11, Cha 11
Skills Listen +5, Spot +6
Feats Greater Fortitude, Power Attack, Weapon Focus (slam)
Environment Negative Energy Plane
Organization Solitary
Challenge Rating 5
Treasure None
Alignment Usually N
Advancement 9-15 HD (Large)
Level Adjustment ~

Death Elemental, Huge
Huge Elemental (Negative, Extraplanar)
HD 16d8+80 (152 hp)
Speed Fly 60 ft. (12 squares, perfect)
Init: +7
AC 22 (+3 Dex, -2 size, +11 natural); touch 11; flat-footed 21
BAB +12; Grp +29
Attack Slam +20 melee (3d6+9/19-20) or negative touch +11 melee touch (21 negative)
Full Attack 2 slams +20 melee (3d6+9/19-20) or 2 negative touches +11 melee touch (21 negative)
Space 15 ft.; Reach 15 ft.
Special Attacks Negative touch
Special Qualities Fast healing 5, entropic growth, lifesense (60 ft.), elemental traits
Saves Fort +17, Ref +8, Will +5
Abilities Str 28, Dex 17, Con 20, Int 6, Wis 11, Cha 11
Skills Listen +5, Spot +6
Feats Greater Fortitude, Power Attack, Weapon Focus (slam), Improved Initiative, Improved Critical (slam), Cleave
Environment Negative Energy Plane
Organization Solitary
Challenge Rating 7
Treasure None
Alignment Usually N
Advancement 17-20 HD (Huge)
Level Adjustment ~

Death Elemental, Greater
Huge Elemental (Negative, Extraplanar)
HD 21d8+105 (199 hp)
Speed Fly 60 ft. (12 squares, perfect)
Init: +8
AC 23 (+4 Dex, -2 size, +11 natural); touch 12; flat-footed 21
BAB +15; Grp +33
Attack Slam +25 melee (3d6+10/19-20) or negative touch +25 melee touch (26 negative)
Full Attack 2 slams +25 melee (3d6+10/19-20) or 2 negative touches +25 melee touch (26 negative)
Space 15 ft.; Reach 15 ft.
Special Attacks Negative touch
Special Qualities Fast healing 10, entropic growth, lifesense (60 ft.), elemental traits
Saves Fort +19, Ref +10, Will +6
Abilities Str 30, Dex 18, Con 20, Int 8, Wis 11, Cha 11
Skills Listen +12, Spot +12
Feats Greater Fortitude, Power Attack, Weapon Focus (slam), Improved Initiative, Improved Critical (slam), Cleave, Great Cleave, Weapon Focus (negative touch)
Environment Negative Energy Plane
Organization Solitary
Challenge Rating 9
Treasure None
Alignment Usually N
Advancement 22-23 HD (Huge)
Level Adjustment ~

Death Elemental, Elder
Huge Elemental (Negative, Extraplanar)
HD 24d8+120 (216 hp)
Speed Fly 60 ft. (12 squares, perfect)
Init: +8
AC 23 (+4 Dex, -2 size, +13 natural); touch 12; flat-footed 23
BAB +15; Grp +36
Attack Slam +27 melee (4d6+11/19-20) or negative touch +27 melee touch (31 negative)
Full Attack 2 slams +27 melee (4d6+11/19-20) or 2 negative touches +27 melee touch (31 negative)
Space 15 ft.; Reach 15 ft.
Special Attacks Negative touch
Special Qualities Fast healing 10, entropic growth, lifesense (60 ft.), elemental traits
Saves Fort +21, Ref +10, Will +6
Abilities Str 32, Dex 19, Con 20, Int 10, Wis 11, Cha 11
Skills Listen +27, Spot +27
Feats Greater Fortitude, Power Attack, Weapon Focus (slam), Improved Initiative, Improved Critical (slam), Cleave, Great Cleave, Weapon Focus (negative touch), Improved Natural Attack (slam)
Environment Negative Energy Plane
Organization Solitary
Challenge Rating 11
Treasure None
Alignment Usually N
Advancement 25-48 HD (Huge)
Level Adjustment ~

Negative Touch (Ex): A death elemental can make a melee touch attack to deliver a charge of negative energy that deals damage equal to the death elemental's Constitution modifier + the death elemental's Hit Dice. Undead and other creatures that are healed by negative energy can be granted temporary hp by this ability, but every round that they have temporary hp from this ability, they must make a Fortitude save (DC equal to the number of temporary hp). Failing the save results in explosive death. A death elemental cannot grant itself temporary hp in this way. Unlike most forms of temp hp, temp hp from this ability stacks with itself.
Entropic Growth (Ex): Death elementals can grow in power by absorbing negative energy. Inflict spells and effects, as well as other spells and effects employing negative energy, can grant a life elemental temporary hp in excess of its normal hp. Every 8 temporary hp gained in this way grants the life elemental a bonus Hit Die, which disappears after 1 hour. Spells such as energy drain do not affect death elementals in the normal way, instead granting them a bonus Hit Die for every level that would have been drained.
Lifesense (Ex): A death elemental can detect the life force of all creatures around it within a radius of 60 feet, including undead. A death elemental knows the location, HD, and current hp of all beings within 60 feet of itself.
Negative subtype (Ex): Creatures with the Negative subtype are healed by inflict spells and harmed by cure spells. Spells and effects employing positive energy deal 50% more damage to a death elemental on a failed save.

Mauril Everleaf
2006-12-06, 11:21 AM
i like. i always thought that each major plane needed its own elemental. im going to steal these (and convert them to 2.x ed for my campaign) if you dont mind.

Lord Iames Osari
2006-12-06, 11:57 AM
go for it.

magic8BALL
2006-12-07, 08:38 AM
OOO-ooo-ooh! *yoink* same reason as the other guy.

Hmmm...
DM: "the evil necromancer Lich has a familiar: a Death Elemental!"
PC: "...so do we just lie down now, or wait for death to come?"

...of cause, I'll be the DM, so I see no problem with it!

AND bigger, badder versions? ...these things are going to get a work out, let me tell you. The only test is whether my players hate them. They hate seeing be with a grin: it usually means I've stated up a new Earth elemental! (I love elementals...)

Lord Iames Osari
2006-12-08, 05:39 PM
Well, life/death elementals aren't really primal forces of life/death, exactly... that's just what people call them.

And of course there'll be bigger, badder versions. There's medium, large, huge, greater, and elder.

Mauril Everleaf
2006-12-08, 05:50 PM
aaaaaaanndd.......sick, just sick

Lord Iames Osari
2006-12-08, 05:52 PM
So, any mechanical/balance concerns out there?

Mauril Everleaf
2006-12-08, 05:57 PM
only thing is Lifesense seem pretty uber to me. basically its a "detect exactly what that creature is, no way to deny it" ability. seems a bit too powerful. the flavor fits, but you may need to tone it down. maybe make it to where it can detect the presence of a creature within 60' radius and its general location. makes sneaking up on it still impossible but doesnt make it omnicient in its little world.

Yakk
2006-12-08, 06:57 PM
Your to-hit is off.

+1 BaB and 16 strength and small size gives +3 to hit for the negative elemental.
...

Next, watch what happens when an elemental touch attacks another elemental of the same type.

Two life elementals touching each other give each other 5 temporary HP. Do it twice, they gain a HD, and start giving each other 6 temporary HP per touch.

After 5 minutes, each elemental has roughly 4000 HP and 500 HD. Their touch attack does over 500 points of damage per touch (giving each other 62 HD per touch), and they have as much BaB as the game lets them get.

Rawr. Can I get two?

Lord Iames Osari
2006-12-08, 07:25 PM
Theoretically, yes, but they would blow themselves up well before reaching that point.

Yakk
2006-12-09, 09:55 AM
Bah! "Edited at 07:26 PM." and "Posted at 06:57 PM".

*looks at you with suspicion*

Either I missed the last few sentances, or they have appeared since the original post. :p

So now I create two 1 damage +1 weapon enchanted with a 1d10 negative energy burst. I have two weapon fighting feats and am L 11, so I get 6 attacks per round.

The elemental gains a average total of 1.5 HP (4 damage, 5.5 temp HP) every attack. 6 attacks per round is +9 HP per round.

After 30 minutes the death elemental has 2700 HP, about 300 HD, and does over 300 negative energy damage per touch.

The "elemental explodes" rules is attached to the elemental's touch, not to the negative energy absorbtion, so no risk of exploded elemental.

In general, the ability to gain unlimited positive effects from something that tends not to be rationed (like damage) is a bad idea.

There needs to be a fort save when the elemental drinks up negative/positive energy in general.

Lord Iames Osari
2006-12-09, 05:21 PM
You have a point there. However, that is part of what makes them dangerous.

magic8BALL
2006-12-10, 03:07 AM
Your to-hit is off.

+1 BaB and 16 strength and small size gives +3 to hit for the negative elemental.


hmmm...?

+1 BaB

16 STR = +3

small = +1 to hit

+1 +3 +1 = +5 last I looked, but I'm just a uni student studying an Education and a Science degree, majoring in Chem and Maths, so you know...

so the death elemental should list +5 to slam, +5 to melee touck.
and the life elemental should list +4 to both (STR 14, not 16)

Lord Iames Osari
2006-12-10, 06:02 PM
Medium, Large, and Huge Life Elementals added.

Yakk
2006-12-10, 09:51 PM
You have a point there. However, that is part of what makes them dangerous.

Not dangerous -- Godly, broken and unbalanced. Given the ability to summon even the smallest death or life elemental, I can create a creature that can kill a dragon in one blow, and has enough HP to survive the damage output of an army.

Simply make them risk exploding from soaking up to much energy, or limit the max bonus HP they can soak up, or limit the max HD they can reach. Outside of abusive situations, it won't cause a problem.

Lord Iames Osari
2007-01-03, 09:06 AM
Done, for the Life elemental, anyway. I'lld put it in for the Death Elemental later.

[hr]

The Life Elemental is finished. Now for the Death Elemental....

Simius
2007-01-03, 10:48 AM
Great! I'm planning a little low-level Positive Energy Dungeon for my soon-to-be campaign and some Small Life Elementals will fit in perfectly next to all the tiny/small Animated Objects.

Lord Iames Osari
2007-01-08, 10:06 AM
Bumping for the completion of the Death Elemental.