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    Firbolg in the Playground
     
    Milo v3's Avatar

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    Default Death doesn't mean evil [3.5e Creature]

    Negative Elementals are fast and agile. The slightest touch can heal the wounds of the dead, or burn new ones on the living. Strangely it seems repulsed and disgusted by dead creatures and the living seem to be drawn to it. If this elemental sees a Positive Elemental the two will instantly begin to fight. This is said to be the beginning of the Duality Elementals.

    Negative Elementals speak Absol, though they rarely choose to do so. When one does speak it sounds cold and sickly regardless of its health.

    Combat
    If a Negative Elemental sees an undead creature they will generally attack it. If there is more than one, then they will always strike the one with the lowest health as they aren't as repulsed by them. They seldom attack the living. They react strangely to plants, either ignoring them completely or going berserk and trying to destroy it at all costs.

    Elemental Reaction (Ex): When submited to elemental energy an negative elemental reacts differently than most. When dealt by elemental damage the Negative Elemental is dealt the damage and then this ability takes affect.

    • Acid: Acid damage represents earth and causes a Negative Elemental to be affected by the Haste Spell for one round per 5 points of acid damage, minimum 1 round.
    • Cold: Cold damage represents water and causes a Negative Elemental to be Slowed for one round per 5 points of cold damage, minimum 1 round.
    • Electric: Electric damage represents air and causes a Negative Elemental's Fly Speed to be halved for one round per 5 points of electric damage, minimum 1 round.
    • Fire: Fire damage represents fire and causes a Negative Elemental's Fly Speed to be doubled for one rounded per 5 points of fire damage, minimum 1 round.
    • Positive: Positive damage represents positive energy and causes a Negative Elemental to be dealt two point's of damage for every point of positive damage dealt, the extra damage dealt by this ability isn't affected by this ability.
    • Negative: Negative damage represents negative energy and causes a Negative Elemental to be healed two point's of damage for every point of negative damage dealt, the extra damage dealt by this ability isn't affected by this ability.


    Polarised (Ex): As it is a being of pure Negative energy it is polarised. This causes all intelligent undead creatures in a 10- foot radius to be Shaken for as long as they are in the vicinity of it. Undead creatures with intelligence of 2 or less flee from the area for 1d4 rounds. There is no save.

    This causes all intelligent living creatures in a 10- foot radius to gain a +2 bonus on skill checks as long as they are in the vicinity of it. Living creatures with intelligence of 2 or less are drawn to the elemental for 1d4 rounds. There is no save.

    Any positive energy elementals within 20 feet are drawn to negative elementals. If they connect, one of the following occurs:
    • If the elementals have the same Hit Dice, they merge and form a duality elemental.
    • If the negative elemental has more Hit Dice, they merge and become a negative elemental with one additional Hit Die.
    • If the positive elemental has more Hit Dice, they merge and become a positive elemental with one additional Hit Die.


    Touch of Death (Ex): A Negative elemental’s slam attack deals bludgeoning damage plus negative damage from the elemental’s nebulus body. This attack counts as a touch attack.

    Creatures hitting a Negative elemental with natural weapons or unarmed attacks take negative energy damage as though hit by the elemental’s attack.

    Tiny Negative Elemental
    Tiny Elemental (Negative)
    Hit Dice
    :1d8-1 (3 HP)
    Initiative:+2
    Speed: 5ft (1 Square); Fly 20ft
    Armor Class:15 (+3 natural, +2 size), touch 12, flat-footed 15
    Base Attack/Grapple:+0/-9
    Attack: Slam +0 (1d2 + 1d2 Negative Energy)
    Full Attack: Slam +0 (1d2 + 1d2 Negative Energy)
    Space/Reach:2-1/2 ft./0 ft.
    Special Attacks: Touch of Death
    Special Qualities: Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
    Saves: Fort -1, Ref +2, Will +0
    Abilities: Str 8, Dex 10, Con 8, Int 4, Wis 11, Cha 11
    Skills: Listen +2, Spot +2
    Feats: Dodge, Improved InitiativeB, Weapon FinesseB
    Environment: Negative Energy Plane
    Organization: Solitary
    Challenge Rating:1/2
    Treasure:None
    Alignment:Usually Neutral
    Advancement: -
    Level Adjustment:-

    Small Negative Elemental
    Small Elemental (Negative)
    Hit Dice
    :2d8 (9 HP)
    Initiative:+5
    Speed: 10ft (2 Squares); Fly 30ft
    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 Negative Energy)
    Full Attack: Slam +3 melee (1d4 plus 1d4 Negative Energy)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Touch of Death
    Special Qualities: Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
    Saves: Fort 0, Ref +4, Will +0
    Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
    Skills: Listen +2, Spot +3
    Feats: Dodge, Improved InitiativeB, Weapon FinesseB
    Environment: Negative Energy Plane
    Organization: Solitary
    Challenge Rating: 1
    Treasure:None
    Alignment:Usually Neutral
    Advancement: 3 (Small)
    Level Adjustment:-

    Medium Negative Elemental
    Medium Elemental (Negative)
    Hit Dice
    :4d8+6 (26 HP)
    Initiative:+7
    Speed: 10ft (2 Squares); Fly 30ft
    Armor Class:16 (+3 Dex, +3 natural), touch 13, flat-footed 13
    Base Attack/Grapple:+3/+4
    Attack: Slam +6 melee (1d6+1 plus 1d6 Negative Energy)
    Full Attack: Slam +6 melee (1d6+1 plus 1d6 Negative Energy)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Touch of Death
    Special Qualities: Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
    Saves: Fort 3, Ref +7, Will +1
    Abilities: Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
    Skills: Listen +3, Spot +3
    Feats: Dodge, Improved InitiativeB, Mobility, Weapon FinesseB
    Environment: Negative Energy Plane
    Organization: Solitary/
    Challenge Rating: 3
    Treasure:None
    Alignment:Usually Neutral
    Advancement: 5-7 (Medium)
    Level Adjustment:-

    Large Negative Elemental
    Large Elemental (Negative)
    Hit Dice
    :8d8+24 (60 HP)
    Initiative:+9
    Speed: 10ft (2 Squares); Fly 30ft
    Armor Class:18 (–1 size, +5 Dex, +4 natural), touch 14, flat-footed 13
    Base Attack/Grapple:+6/+12
    Attack: Slam +10 melee (2d6+2 plus 2d6 Negative Energy)
    Full Attack: 2 slams +10 melee (2d6+2 plus 2d6 Negative Energy)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Touch of Death
    Special Qualities: Damage Reduction 5/-, Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
    Saves: Fort +5, Ref +11, Will +2
    Abilities: Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11
    Skills: Listen +5, Spot +6
    Feats: Dodge, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB
    Environment: Negative Energy Plane
    Organization: Solitary
    Challenge Rating: 5
    Treasure:None
    Alignment:Usually Neutral
    Advancement: 9-15 (Large)
    Level Adjustment:-

    Huge Negative Elemental
    Huge Elemental (Negative)
    Hit Dice
    :16d8+64 (136 HP)
    Initiative:+11
    Speed: 15ft (3 Squares); Fly 40ft
    Armor Class: 19 (–2 size, +7 Dex, +4 natural), touch 15, flat-footed 12
    Base Attack/Grapple:+12/+24
    Attack: Slam +17 melee (2d8+4 plus 2d8 Negative Energy)
    Full Attack: 2 slams +17 melee (2d8+4 plus 2d8 Negative Energy)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Touch of Death
    Special Qualities: Damage Reduction 5/-, Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
    Saves: Fort +9, Ref +17, Will +7
    Abilities: Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11
    Skills: Listen +11, Spot +12
    Feats: Alertness, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB
    Environment: Negative Energy Plane
    Organization: Solitary
    Challenge Rating: 7
    Treasure:None
    Alignment:Usually Neutral
    Advancement: 17-20 HD (Huge)
    Level Adjustment:-

    Greater Negative Elemental
    Huge Elemental (Negative)
    Hit Dice
    : 21d8+84 (178 HP)
    Initiative: +12
    Speed: 15ft (3 Squares); Fly 40ft
    Armor Class: 24 (–2 size, +8 Dex, +8 natural), touch 16, flat-footed 16Base Attack/Grapple:+15/+28
    Attack: Slam +22 melee (2d8+5 plus 2d8 Negative Energy)
    Full Attack: 2 slams +22 melee (2d8+5 plus 2d8 Negative Energy)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Touch of Death
    Special Qualities: Damage Reduction 10/-, Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
    Saves: Fort +11, Ref +20, Will +9
    Abilities: Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11
    Skills: Listen +14, Spot +14
    Feats: Alertness, Blind Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam)
    Environment: Negative Energy Plane
    Organization: Solitary
    Challenge Rating: 9
    Treasure:None
    Alignment:Usually Neutral
    Advancement: 22-23 HD (Huge)
    Level Adjustment:-

    Elder Negative Elemental
    Huge Elemental (Negative)
    Hit Dice
    : 24d8+96 (204 HP)
    Initiative: +13
    Speed: 15ft (3 Squares); Fly 40ft
    Armor Class: 25 (–2 size, +9 Dex, +8 natural), touch 17, flat-footed 16
    Base Attack/Grapple:+18/+32
    Attack: Slam +26 melee (2d8+6 plus 2d8 Negative Energy)
    Full Attack: 2 slams +26 melee (2d8+6 plus 2d8 Negative Energy)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Touch of Death
    Special Qualities: Damage Reduction 10/-, Darkvision 60 ft., elemental traits, Elemental Reaction, Polarised
    Saves: Fort +14, Ref +23, Will +10
    Abilities: Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
    Skills: Listen +29, Spot +28
    Feats: Alertness, Blind Fight, Combat Reflexes, Dodge, Improved InitiativeB, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam)
    Environment: Negative Energy Plane
    Organization: Solitary
    Challenge Rating: 11
    Treasure:None
    Alignment:Usually Neutral
    Advancement: 25-48 HD (Huge)
    Level Adjustment:-
    Last edited by Milo v3; 2012-04-16 at 10:13 PM.
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  2. - Top - End - #2
    Ogre in the Playground
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    Default Re: Death doesn't mean evil [3.5e Creature]

    I love the elemental interaction mechanic, as well as the way undead are instinctively compelled to avoid something that, by rights, should be their best friend.

    Apart from the beneficial effects of Fire, Acid, etc. does it also take the damage of the attack, or does that benefit supplant the damage? The positive energy effect reads a little wonky. As written, one point of positive energy damage is enough to obliterate these guys completely. (They suffer two points of positive energy damage for each point of positive energy damage they suffer, which means they suffer four points (two each for the two points incurred after the first attack resolves, but that then rises to eight (two each for the four points just incurred), and so on until the elemental runs out of hit points). I think you should reword it a little. For example, if the Negative Elemental is hit with a Cure spell, it instead takes two points of damage for each point that would otherwise be healed by the spell.)

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    Firbolg in the Playground
     
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    Default Re: Death doesn't mean evil [3.5e Creature]

    Thanks.
    I have also fixed that problem with positive and negative energy damage and clarified the elemental reaction.
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    Default Re: Death doesn't mean evil [3.5e Creature]

    Couple little things:

    1. Under "Polarised", I think you misspelled Negative.
    2. Under Elemental Reaction, is the subject of the Cold interaction correct? Are you making a Positive elemental? It seemed a little out of place.

    Besides those, looks very cool!

    Edit: Just saw your Positive Energy one, I'm assuming copy pasta on Elemental Reaction, as that'd make sense. May want to fix that
    Last edited by Welknair; 2012-03-27 at 05:43 PM.
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    Bugbear in the Playground
     
    PirateGuy

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    Default Re: Death doesn't mean evil [3.5e Creature]

    You say they hate undead, and they will attack undead on sight. But they can't really kill undead. For every attack they make they have an equal opportunity to heal the undead of the damage they just attacked it with. Must be real frustrating to heal what you hate.

    Also you mention they attack low HP undead first because they are less repulsed. The opposite appears true. Generally (and I mean very generally) Intelligent undead are stronger than those without intelligence and they are only shaken where as unintelligent undead have to flee, no save.

    I understand you don't want to make negative energy evil, but the way to do this is not to make a negative elemental hate the creatures its built to heal but to change undead in your campaign so that they aren't considered abominations.

    Also why is water and earth opposites and air and fire opposites. Fire and water would be better opposites as well as earth and air.

    BTW anybody with Tomb Tainted Soul will kill all of these without trying.

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    Default Re: Death doesn't mean evil [3.5e Creature]

    Very interesting, nice to see some more stuff for positive and negitive energy
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    Default Re: Death doesn't mean evil [3.5e Creature]

    Quote Originally Posted by Welknair View Post
    Couple little things:

    1. Under "Polarised", I think you misspelled Negative.
    2. Under Elemental Reaction, is the subject of the Cold interaction correct? Are you making a Positive elemental? It seemed a little out of place.

    Besides those, looks very cool!

    Edit: Just saw your Positive Energy one, I'm assuming copy pasta on Elemental Reaction, as that'd make sense. May want to fix that
    Thanks. And I've fixed those problems now.

    Quote Originally Posted by Mangles View Post
    You say they hate undead, and they will attack undead on sight. But they can't really kill undead. For every attack they make they have an equal opportunity to heal the undead of the damage they just attacked it with. Must be real frustrating to heal what you hate.

    Also you mention they attack low HP undead first because they are less repulsed. The opposite appears true. Generally (and I mean very generally) Intelligent undead are stronger than those without intelligence and they are only shaken where as unintelligent undead have to flee, no save.

    I understand you don't want to make negative energy evil, but the way to do this is not to make a negative elemental hate the creatures its built to heal but to change undead in your campaign so that they aren't considered abominations.

    Also why is water and earth opposites and air and fire opposites. Fire and water would be better opposites as well as earth and air.

    BTW anybody with Tomb Tainted Soul will kill all of these without trying.
    They will generally attack the ones which flee as they are weaker.

    Also this wasn't my way to make Negative energy not evil. In my setting there is actually the negative energy equilivent of life and good clerics can use negative energy, etc.

    And lastly earth and water are the strong sturdy ones. While fire and air are the swift fast ones. They are paired. Also fire vs. water & air vs. earth do actually oppose each other. Just in different ways.
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