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Elemental Overhaul

November 13th, 2014

Joshua Zaback

Exotic Encounters Archive

                I like elementals; as a PC, I summon air elementals all the time to help deal with flying enemies or just to get past those pesky anti-life shells. As a GM, however, I’ve always been somewhat underwhelmed by the powers possessed by elementals. The coolest thing about them is that they’re immune to critical hits, which just makes boring fights go on longer. To help fix that problem, I’ve created these four new templates to make your elementals a bit more exciting.

 

Benthic

                Benthic water elementals hail from the very depths of the elemental Plane of Water, where no life can exist easily. Often, benthic creatures have a predatory nature that few other water elementals share. Benthic elementals have a number of potent water-related abilities.

Creating a Benthic Creature

                “Benthic” is an inherited template which can be applied to water elementals of any size or type.

                CR: Same as the base creature +2.

                Size: Benthic water elementals are larger than typical water elementals. Increase the size category of a benthic water elemental by one step, to a maximum size of Gargantuan. Apply all appropriate adjustments for the creature’s new size, including ability score adjustments.

                Defensive Abilities: A benthic water elemental gains the defensive ability described below.

                Hide in Water (Sp): Benthic water elementals can hide in the water as the spell invisibility, but only while submerged in at least 2 feet of water. Benthic water elementals can use this ability at will.

                Special Attacks: A benthic water elemental gains the special attack described below.

                Drown (Sp): Whenever a benthic water elemental is in control of a grapple, in addition to doing damage, it can force its foe to hold his breath or drown. See drowning for more information.

                Spell-like Abilities: A benthic water elemental gains spell-like abilities based on its Hit Dice, as described below. It can use each of its spell-like abilities 3 times per day.

                5 HD: A benthic water elemental with 5 or more HD can cast obscuring mist as a spell-like ability 3 times per day.

                10 HD: A benthic water elemental with 10 or more HD can cast water breathing as a spell-like ability 3 times per day. Additionally, it can dispel water breathing, and any other spell, spell-like ability, or supernatural ability that grants the ability to breathe underwater,by expending one use of this spell-like ability.

                15 HD: A benthic water elemental with 10 or more HD can cast control water as a spell-like ability 3 times per day.

 

Crag

                Crag earth elementals are larger and more heavily armored than their brethren, with large earthen structures which fortify their bodies. Crag earth elementals tend to be sedate, but are quick to anger when disturbed.

Creating a Crag Creature

                “Crag” is an inherited template which can be applied to earth elementals of any size or type.

                CR: Same as the base creature +2.

                Size: Crag earth elementals are larger than typical earth elementals. Increase the size category of a crag earth elemental by one step, to a maximum size of Gargantuan. Apply all appropriate adjustments for the creature’s new size, including ability score adjustments.

                Defensive Abilities: A crag earth elemental gains the defensive ability described below.

                Earthen Shell (Sp): A crag earth elemental can surround itself with its earthy body. Whenever it takes the total defense action, its DR is increased by 5/-.

                Special Attacks: A crag earth elemental gains the special attack described below.

                Hammer Smash (Sp): Whenever a crag earth elemental confirms a critical hit, it deals x4 damage instead of x2 and knocks the target 10 feet back. If the target encounters an obstacle in this range, it suffers additional damage equal to the crag earth elemental’s slam attack.

                Spell-like Abilities: A crag earth elemental gains spell-like abilities based on its Hit Dice. It can use each of its spell-like abilities 3 times per day.

                5 HD: A crag earth elemental with 10 or more HD can cast mud ballAPG as a spell-like ability 3 times per day.

                10 HD: A crag earth elemental with 10 or more HD can cast stone shape as a spell-like ability 3 times per day.

                15 HD: A crag earth elemental with 10 or more HD can cast transmute rock to mud and transmute mud to rock as spell-like abilities a total of 3 times per day.

 

Ephemeral

                Ephemeral air elements are composed of thin air and can return to it at will; they also have greater control of the air around them, allowing them to create deadly cyclones. Ephemeral air elementals tend to be aloof and unconcerned with others, though those that do earn their ire find them to be destructive and persistent in their wrath.

Creating an Ephemeral Creature

                “Ephemeral” is an inherited template which can be applied to air elementals of any size or type.

                CR: Same as the base creature +2.

                Size: Ephemeral air elementals are larger than typical air elementals. Increase the size category of an ephemeral air elemental by one step, to a maximum size of Gargantuan. Apply all appropriate adjustments for the creature’s new size, including ability score adjustments.

                Defensive Abilities: An ephemeral air elemental gains the defensive ability described below.

                Thin Air (Su): As a standard action, an ephemeral air elemental can become insubstantial gaining the incorporeal special quality and all benefits of being incorporeal. An ephemeral air elemental can end this effect as a swift action, becoming corporeal again.

                Special Attacks: An ephemeral air elemental gains the special attack described below.

                Cyclone (Su): Regardless of his size, the first time each round a creature comes into contact with the ephemeral air elemental’s whirlwind attack, he suffers damage equal to its slam attack. This is in addition to any damage actually dealt by the whirlwind. Additionally, a creature which succeeds on his second Reflex save against the whirlwind is knocked prone if he is small enough to have been picked up by the whirlwind.

                Spell-like Abilities: An ephemeral air elemental gains spell-like abilities based on its Hit Dice. It can use each of its spell-like abilities 3 times per day.

                5 HD: An ephemeral air elemental with 10 or more HD can cast gust of wind as a spell-like ability 3 times per day.

                10 HD: An ephemeral air elemental with 10 or more HD can cast wind wall as a spell-like ability 3 times per day.

                15 HD: An ephemeral air elemental with 10 or more HD can cast control wind as a spell-like ability 3 times per day.

 

Ghost Flame

                Ghost flame fire elementals burn brightest on the elemental Plane of Fire and are more truly in connection with fire than a typical fire elemental. Less solid than others of their kind, ghost flame fire elementals are still able to wreak havoc on the physical world and will take any opportunity to engage in wonton destruction.

Creating a Ghost Flame Creature

                “Ghost flame” is an inherited template which can be applied to fire elementals of any size or type.

                CR: Same as the base creature +2.

                Size: Ghost flame fire elementals are larger than typical fire elementals. Increase the size category of a ghost flame fire elemental by one step, to a maximum size of Gargantuan. Apply all appropriate adjustments for the creature’s new size, including ability score adjustments.

                Defensive Abilities: A ghost flame fire elemental gains the defensive ability described below.

                Insubstantial (Su): A ghost flame fire elemental is made from pure fire and is thus difficult to harm. A ghost flame fire elemental suffers only ½ damage from all non magical attacks and spells except those which deal could damage. Additionally a ghost flame fire elemental gains a +2 dodge bonus to AC against weapon attacks except those made with a frost, icy burst, or ghost touch weapon.

                Special Attacks: A ghost flame fire elemental gains the special attack described below.

                Arcing Flame (Su): A ghost flame fire elemental can create an arc of flame as a standard action. This requires a ranged touch attack with a range of 30 feet. If the attack is successful, the target is treated as though he were affected by the ghost flame fire elemental’s burn special attack, suffering damage and being forced to succeed on a saving throw or catch on fire.

                Spell-like Abilities: A ghost flame fire elemental gains spell-like abilities based on its Hit Dice. It can use each of its spell-like abilities 3 times per day.

                5 HD: A ghost flame fire elemental with 10 or more HD can cast burning hands as a spell-like ability 3 times per day.

                10 HD: A ghost flame fire elemental with 10 or more HD can cast wall of fire as a spell-like ability 3 times per day.

                15 HD: A ghost flame fire elemental with 10 or more HD can cast delayed blast fire ball as a spell-like ability 3 times per day.