JackMage666
2007-07-09, 04:03 AM
So, I was looking through my old ragged copy of Manual of the Planes, when I happened across the Element Creature templates. Having a new campaign coming up, I wanted to work these buggers fo LA, since I wanted to be an Elemental for once. Thought it'd be cool, ya know. So I was looking at them, and I though, "Man, these are hard to rate. They're too strong for this, but too weak for that. And, theres something already like this, and It's stronger, but thats also weaker, and where did I put my pants?" So, needless to say, I wanted to rework them. So, without further introduction, the re-worked templates.
(All fluff can be found in the Manual of the Planes, or made up on your own. It's pretty basic, after all. Think creatures from outer planes.)
Air Element Creatures
"Air Element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "Elemental (air)". It uses all the base creature's statistics and special abilities except as noted below.
Hit Dice: Change to d8
Speed: An air element creature gains a fly speed equal to his base land speed plus 20 ft, with manueuverability based on Dex.
{table=head]Dex|Maneuverability
1-6|
Clumsy
7-10|
Poor
11-14|
Average
15-17|
Good
18+|
Perfect[/table]
Special Attacks: An air element creature retains all the special attacks of the base creature ad also gains the following.
Air Mastery (Ex): Airborne creatures suffer a -1 penalty on attack and damage rolls against an air element creature.
Special Qualities: An air element creature retains all the special qualities of the base creature and also gains the following ones:
*Darkvision with a range of 60 ft
*Damage Reduction, based on HD:
{table=head]HD|Damage Reduction
1-7|
---
8-11|
5/magic
12+|
10/magic[/table]
If the base creature already has one or more of these special qualities, use the better value.
Abilities: Dex +4
Languages: An air element creature gains Auran as an automatic language, provided it has an intelligence of 3 or higher and can speak.
Challenge Rating: Same as base creature +1
Level Adjustment: Same as base creature +2
Cold Element Creatures
"Cold Element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "Elemental (cold)". It uses all the base creature's statistics and special abilities except as noted below.
Hit Dice: Change to d8
AC: Natural armor improves by +3
Special Attacks: A cold element creature retains all the special attaks of the base creature and also gains the following.
Chill (Ex): In addition to the normal damage from their attacks, cold element creatures deal additional cold damage with their natural weapons. For a medium creature, this damage is 1d4, and increases or decreases depending on size.
Special Qualities: A cold element creature retains all the special qualities of the base creature and also gains the following ones:
*Darkvision with a range of 60 ft
*Damage reduction, based on HD:
{table=head]HD|Damage Reduction
1-7|
---
8-11|
5/magic
12+|
10/magic[/table]
*Cold Subtype (Ex): Immunity to cold, +50% damage from fire
*Icewalking (Ex): This ability works like the spider climb spell, but applies to all icy surfaces.
If the base creature already has one or more of these special qualities, use the better value.
Abilities: Con +4
Languages: A fire element creature gains either Aquan or Auran (choose one) as an automatic language, provided it has an intelligence of 3 or higher and can speak.
Challenge Rating: Same as base creature +1
Level Adjustment: Same as base creature +2
Earth Element Creatures
"Earth Element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "Elemental (earth)". It uses all the base creature's statistics and special abilities except as noted below.
Hit Dice: Change to d8
Speed: An earth element gains a burrow speed equal to the base creatures land speed or 20 ft, whichever is less, in addition to the normal speed for the base creature.
AC: Natural armor improves by +3
Special Attacks: An earth element creature retains all the special attaks of the base creature and also gains the following.
Earth Mastery (Ex): An earth element creature gains a +1 bonus on attack rolls and damage rolls if both it and its foe touch the ground. If an opponent is airborn ot waterborne, the earth element creature suffers a -4 penalty on attack rolls and damage rolls.
Earth Glide (Ex): An earth element creature can glide through most stone, dirt, or almost any other sort of earth except metal or exceptionally strong stone, like marble, 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 it's presense. A move earth spell cast on an area containing a burrowing earth element creature flings the creature back 30 ft, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Special Qualities: An earth element creature retains all the special qualities of the base creature and also gains the following ones:
*Darkvision with a range of 60 ft
*Damage reduction, based on HD:
{table=head]HD|Damage Reduction
1-7|
---
8-11|
5/magic
12+|
10/magic[/table]
*Tremorsense with a range of 60 ft
If the base creature already has one or more of these special qualities, use the better value.
Abilities: +2 Str, -2 Dex, Con +4
Languages: An earth element creature gains Terran as an automatic language, provided it has an intelligence of 3 or higher and can speak.
Challenge Rating: Same as base creature +1
Level Adjustment: Same as base creature +2
Fire Element Creatures
"Fire Element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "Elemental (fire)". It uses all the base creature's statistics and special abilities except as noted below.
Hit Dice: Change to d8
Special Attacks: A fire element creature retains all the special attaks of the base creature and also gains the following.
Heat (Ex): In addition to the normal damage from their attacks, fire element creatures deal additional fire damage with their natural weapons. For a medium creature, this damage is 1d4, and increases or decreases depending on size.
Creatures hitting a fire element creature with natural weapons or unarmed strikes take fire damage as though hut by the fire element creature's attack, and also catch on fire unless they succeed at a Reflex save (see Burn, below)
Burn (Ex): Those hit by the natural weapons of a fire element creature must succeed at a Reflex save or catch fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the Dungeon Master's Guide) The save DC is equal to 10+1/2 fire element creature's total HD.
Special Qualities: A fire element creature retains all the special qualities of the base creature and also gains the following ones:
*Darkvision with a range of 60 ft
*Damage reduction, based on HD:
{table=head]HD|Damage Reduction
1-7|
---
8-11|
5/magic
12+|
10/magic[/table]
*Fire Subtype (Ex): Immunity to fire, +50% damage from cold
If the base creature already has one or more of these special qualities, use the better value.
Abilities: Dex +2, Con +2
Languages: A fire element creature gains Ignan as an automatic language, provided it has an intelligence of 3 or higher and can speak.
Challenge Rating: Same as base creature +1
Level Adjustment: Same as base creature +2
Water Element Creatures
"Water Element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "Elemental (water)". It uses all the base creature's statistics and special abilities except as noted below.
Hit Dice: Change to d8
Speed: A water element creature gains a swim speed equal to it's base land speed +20 ft.
Special Attacks: A water element creature retains all the special attaks of the base creature and also gains the following.
Water Mastery (Ex): A water element creature gains a +1 bonus on attack rolls and damage rolls if both it and its foe touch water. If an opponent or water element creature is landbound, the water element creature suffers a -4 penalty on attack rolls and damage rolls.
Drench (Ex): The water element creature's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin, as long as these are with one size catagory larger than the water element creature or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the water element creature's HD total. It gains no benefit or disadvantage against creatures from the Elemental Plane of Fire.
Special Qualities: A water element creature retains all the special qualities of the base creature and also gains the following ones:
*Darkvision with a range of 60 ft
*Damage reduction, based on HD:
{table=head]HD|Damage Reduction
1-7|
---
8-11|
5/magic
12+|
10/magic[/table]
If the base creature already has one or more of these special qualities, use the better value.
Abilities: Str +2, Con +2
Languages: A water element creature gains Aquan as an automatic language, provided it has an intelligence of 3 or higher and can speak.
Challenge Rating: Same as base creature +1
Level Adjustment: Same as base creature +2
(All fluff can be found in the Manual of the Planes, or made up on your own. It's pretty basic, after all. Think creatures from outer planes.)
Air Element Creatures
"Air Element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "Elemental (air)". It uses all the base creature's statistics and special abilities except as noted below.
Hit Dice: Change to d8
Speed: An air element creature gains a fly speed equal to his base land speed plus 20 ft, with manueuverability based on Dex.
{table=head]Dex|Maneuverability
1-6|
Clumsy
7-10|
Poor
11-14|
Average
15-17|
Good
18+|
Perfect[/table]
Special Attacks: An air element creature retains all the special attacks of the base creature ad also gains the following.
Air Mastery (Ex): Airborne creatures suffer a -1 penalty on attack and damage rolls against an air element creature.
Special Qualities: An air element creature retains all the special qualities of the base creature and also gains the following ones:
*Darkvision with a range of 60 ft
*Damage Reduction, based on HD:
{table=head]HD|Damage Reduction
1-7|
---
8-11|
5/magic
12+|
10/magic[/table]
If the base creature already has one or more of these special qualities, use the better value.
Abilities: Dex +4
Languages: An air element creature gains Auran as an automatic language, provided it has an intelligence of 3 or higher and can speak.
Challenge Rating: Same as base creature +1
Level Adjustment: Same as base creature +2
Cold Element Creatures
"Cold Element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "Elemental (cold)". It uses all the base creature's statistics and special abilities except as noted below.
Hit Dice: Change to d8
AC: Natural armor improves by +3
Special Attacks: A cold element creature retains all the special attaks of the base creature and also gains the following.
Chill (Ex): In addition to the normal damage from their attacks, cold element creatures deal additional cold damage with their natural weapons. For a medium creature, this damage is 1d4, and increases or decreases depending on size.
Special Qualities: A cold element creature retains all the special qualities of the base creature and also gains the following ones:
*Darkvision with a range of 60 ft
*Damage reduction, based on HD:
{table=head]HD|Damage Reduction
1-7|
---
8-11|
5/magic
12+|
10/magic[/table]
*Cold Subtype (Ex): Immunity to cold, +50% damage from fire
*Icewalking (Ex): This ability works like the spider climb spell, but applies to all icy surfaces.
If the base creature already has one or more of these special qualities, use the better value.
Abilities: Con +4
Languages: A fire element creature gains either Aquan or Auran (choose one) as an automatic language, provided it has an intelligence of 3 or higher and can speak.
Challenge Rating: Same as base creature +1
Level Adjustment: Same as base creature +2
Earth Element Creatures
"Earth Element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "Elemental (earth)". It uses all the base creature's statistics and special abilities except as noted below.
Hit Dice: Change to d8
Speed: An earth element gains a burrow speed equal to the base creatures land speed or 20 ft, whichever is less, in addition to the normal speed for the base creature.
AC: Natural armor improves by +3
Special Attacks: An earth element creature retains all the special attaks of the base creature and also gains the following.
Earth Mastery (Ex): An earth element creature gains a +1 bonus on attack rolls and damage rolls if both it and its foe touch the ground. If an opponent is airborn ot waterborne, the earth element creature suffers a -4 penalty on attack rolls and damage rolls.
Earth Glide (Ex): An earth element creature can glide through most stone, dirt, or almost any other sort of earth except metal or exceptionally strong stone, like marble, 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 it's presense. A move earth spell cast on an area containing a burrowing earth element creature flings the creature back 30 ft, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Special Qualities: An earth element creature retains all the special qualities of the base creature and also gains the following ones:
*Darkvision with a range of 60 ft
*Damage reduction, based on HD:
{table=head]HD|Damage Reduction
1-7|
---
8-11|
5/magic
12+|
10/magic[/table]
*Tremorsense with a range of 60 ft
If the base creature already has one or more of these special qualities, use the better value.
Abilities: +2 Str, -2 Dex, Con +4
Languages: An earth element creature gains Terran as an automatic language, provided it has an intelligence of 3 or higher and can speak.
Challenge Rating: Same as base creature +1
Level Adjustment: Same as base creature +2
Fire Element Creatures
"Fire Element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "Elemental (fire)". It uses all the base creature's statistics and special abilities except as noted below.
Hit Dice: Change to d8
Special Attacks: A fire element creature retains all the special attaks of the base creature and also gains the following.
Heat (Ex): In addition to the normal damage from their attacks, fire element creatures deal additional fire damage with their natural weapons. For a medium creature, this damage is 1d4, and increases or decreases depending on size.
Creatures hitting a fire element creature with natural weapons or unarmed strikes take fire damage as though hut by the fire element creature's attack, and also catch on fire unless they succeed at a Reflex save (see Burn, below)
Burn (Ex): Those hit by the natural weapons of a fire element creature must succeed at a Reflex save or catch fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the Dungeon Master's Guide) The save DC is equal to 10+1/2 fire element creature's total HD.
Special Qualities: A fire element creature retains all the special qualities of the base creature and also gains the following ones:
*Darkvision with a range of 60 ft
*Damage reduction, based on HD:
{table=head]HD|Damage Reduction
1-7|
---
8-11|
5/magic
12+|
10/magic[/table]
*Fire Subtype (Ex): Immunity to fire, +50% damage from cold
If the base creature already has one or more of these special qualities, use the better value.
Abilities: Dex +2, Con +2
Languages: A fire element creature gains Ignan as an automatic language, provided it has an intelligence of 3 or higher and can speak.
Challenge Rating: Same as base creature +1
Level Adjustment: Same as base creature +2
Water Element Creatures
"Water Element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "Elemental (water)". It uses all the base creature's statistics and special abilities except as noted below.
Hit Dice: Change to d8
Speed: A water element creature gains a swim speed equal to it's base land speed +20 ft.
Special Attacks: A water element creature retains all the special attaks of the base creature and also gains the following.
Water Mastery (Ex): A water element creature gains a +1 bonus on attack rolls and damage rolls if both it and its foe touch water. If an opponent or water element creature is landbound, the water element creature suffers a -4 penalty on attack rolls and damage rolls.
Drench (Ex): The water element creature's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin, as long as these are with one size catagory larger than the water element creature or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the water element creature's HD total. It gains no benefit or disadvantage against creatures from the Elemental Plane of Fire.
Special Qualities: A water element creature retains all the special qualities of the base creature and also gains the following ones:
*Darkvision with a range of 60 ft
*Damage reduction, based on HD:
{table=head]HD|Damage Reduction
1-7|
---
8-11|
5/magic
12+|
10/magic[/table]
If the base creature already has one or more of these special qualities, use the better value.
Abilities: Str +2, Con +2
Languages: A water element creature gains Aquan as an automatic language, provided it has an intelligence of 3 or higher and can speak.
Challenge Rating: Same as base creature +1
Level Adjustment: Same as base creature +2