| Post/Author/DateTime | Post |
|---|---|
| DwelleroftheDeep01-06-04, 08:11 AM | Make your new elemental creature unique,(maybe one of a kind). The elemental should be an original idea, some good elements that could be cool to mix together might be: positive or negative energy, earth, fire, air, or water, good and evil. Have fun, come up with some great new elementals. |
| DwelleroftheDeep01-07-04, 04:10 PM | :( please respond, would it help if I told you it was this for to get more elemental creatures into my campaighn. |
| law01-07-04, 11:08 PM | Post one of yours to get this started :D . Its usly best to make one of your own first then ask for other people to add to it ;) . |
| DwelleroftheDeep01-11-04, 11:29 AM | Thank you or your advice law, here is my elemental... Kyuldzun Large Elemental (fire, evil) Hit Dice: 14d8+84 (147hp) Initiative: +6 (dex) Speed : 40ft., fly 90ft. (good) Armor Class:28(-1 size,+3 deflection,+6 dex.,+4 profane,+6 natural) BAB/Grapple: +9/+21 Attack : claw +16 melee(1d6+8 + burn) Full Attack: 4 claws +16/+16/+16/+16/+11 melee Space/Reach: 5ft by 5ft/ 10 ft. Special attacks: spell-like abilities, improved grab(claw) , wounding(claw), rake, heat, burn Special Qualities: Dr 10/adamantine, sr 25, DV 120ft, rebuke mortal, assume memories, telepathy(120 ft), blind sense (120 ft.), immunities, fire subtype, elemental Saves: F+15, R+15, W+15 Abilities: Str.25 +8, Dex.23 +6, Con.22 +6, Int.20 +5, Wis.22 +6, Cha.17 +3 Skills: intimidate+20, spellcraft+22, knowledge(religion, war, the planes, arcane)+22, sense motive+23, spot+23, listen+23, hide+19, move silently+23, Bluff+20 Feats: power attack(B), dark speech, sacrificial mastery, combat casting(B), cleave, craft magic arms and armor, multiattack(B) Environment: Balathath, 479th layer of the Abyss Organization: solitary (unique) Challenge Rating: 16(?) Treasure: standard, non- flammables only Alignment: Neutral Evil The creature is 10 feet tall, it’s already hideous form distorted by the flames that cover its body. In the heart of the fire a black humanoid shape with four arms and a dog-like head looms, radiating pure evil, and vile blackness into the fire, wings of black flame adorn the monstrosities shoulders, giving the appearance of a demonic cowl. The powerful fire elemental Kyuldzun hates mortals, but has over his twelve millennia of existence been invariably forced into contact with them, his hatred is not entirely unjustified however, he has been enslaved many times and views each one as slight to his power. Combat Though Kyuldzun enjoys battle he is forever wary of attempts to trap him, when he encounters a weak mortal he will first assume its memories, then attack, or flee if the memories show the mortal to be a wolf in sheep’s clothing, if he can do it without immediate risk or inconvenience Kyuldzun likes to keep foes alive after defeating them, torturing his captives, and their loved ones from a distance with his magic. Spell-like abilities: At will- detect magic, read magic, arcane mark, sleep, ray of enfeeblement, levitate, flaming sphere, scorching ray, loves pain, fireball, dispel magic, haste, produce flame 3/day- Wall of fire, dismissal, bestow curse, remove curse, clairaudience/clairvoyance 1/day- teleport without error, symbol of pain, incendiary cloud, contagion as cast by a level 15sorcerer, save DC 13+ spell level. Immunities Kyuldzun is immune to polymorphing, poison, and effects of negative energy, this is in addition to his fire subtype. Rebuke Mortal Kyuldzun can inspire such awe and terror in mortals, the same sort that an evil cleric can to undead. Kyuldzun rebukes mortals as a level 14 cleric rebukes undead. Assume memories Kyuldzun can experience all memories of any creature within 100 feet as a full round action. Rake, and improved grab Whenever Kyuldzun hits with 2 claw attacks he can rake the enemy for an additional 2d6+8 damage or start a grapple without provoking an attack of opportunity. Heat Any creature within 20 feet of Kyuldzun takes 1d6 damage each round, fortitude save (DC 16, con based) half. Burn Those hit by Kyuldzun’s claw attacks must make a reflex save (DC 21, con based) or catch on fire, the flames burn for 1d4 rounds, see catching on fire in the DMG. |
| BrianMc22301-11-04, 07:58 PM | Why does a creature that is covered in fire have Darkvision? I could see low-light but why would a species that gives of light develope the ability to see in the dark. |
| cwslyclgh01-11-04, 09:02 PM | elementals all have darkvision, it is a trait of thier creature type. (note that having darkvision and blind sense is redundant as well, but many creatures who have one also have the other). |
| cwslyclgh01-12-04, 12:54 AM | here is an elemental from one of my previous monsters of the week... Hope you can find some use for it. (sorry it is in the 3.0 format, I haven't had the chance to update it yet, there are no changes to this creature from 3.0 to 3.5 however). Wes :) Ebon Stalker Large Elemental (Earth, extraplanar) Hit Dice: 8d8+40 (76 hp) Initiative: +4 (Improved Initiative) Speed: 30ft., burrow 30ft. AC: 17 (-1size, +8 natural) Attacks: 2 claws +13 melee Damage: Claw 1d6+6 Face/Reach: 10ft./10ft. Special Attacks: bypass armor Special Qualities: elemental traits, ignore minerals, improved tracking Saves: Fort: +11, Ref: +2, Will: +4 Abilities: Str: 22, Dex: 11, Con: 21, Int: 10, Wis: 15, Cha: 10 Skills: Listen +10, Move Silently +6, Spot +14 Feats: Alertness, Improved Initiative, Weapon Focus (Claw) Climate/Terrain: any land and under ground (Elemental Plane of Earth) Organization: solitary Challenge Rating: 8 Treasure: none Alignment: usually Neutral Advancement Range: 9-12 HD (large) 13-24 HD (huge) Ebon Stalkers are creatures native to the Elemental Plane of Earth. They sometimes are found in the service of wizards or sorcerers who summon them to fulfill specific tasks. These creatures always follow any commands given to them to the letter, even if they know that their summoners intent was something else. An Ebon Stalker looks like an eight and a half foot tall humanoid form made of dull black stone, its long ape-like arms end in thick fingers, each of which sports a two inch long iron like claws. Their only facial features appear to be eyes, looking like a couple of red glowing holes, and a simple slash of a mouth. Because of its Ignore Minerals ability an Ebon Stalker leaves no trace of its passage when burrowing, and can move through earth, stone, metal and other inorganic material. Ebon Stalkers speak only Terran, but they can understand common. COMBAT Ebon Stalkers attack with their clawed hands, inflicting terrible wounds. They prefer to silently step out of a stone wall, or rise from a stone floor to ambush unsuspecting foes. Ebon Stalkers can only be killed on the Elemental Plane of Earth. When performing tasks elsewhere, they automatically return to their home plane when the suffer sufficient damage to destroy them. By-pass Armor (Ex): An ebon stalker’s attacks ignore the armor bonus of armors and shields made of metal or mostly of metal. Thus a fighter in fullplate attacked by an ebon stalker would not get to count the full plates +8 armor bonus to his AC. Armors made out of or mostly out of organic material ((leather, studded leather, hide, wooded shields, etc.) offor their normal protection against an ebon stalkers attacks. Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Ebon Stalkers have darkvision with a range of 60 feet. Ignore Minerals (Ex): An Ebon Stalker passes through any inorganic material (stone, metal, minerals etc.) as though it were incorporeal. Non-magical metal weapons used against an ebon stalker pass through them harmlessly dealing no damage. Magical metal weapons deal an amount of damage equal to their enhancement bonus on a successful hit. Weapons made out of organic materials, such as wood or bone deal normal damage to an ebon stalker. Improved Tracking (Ex): Ebon Stalkers are consummate trackers and make Spot checks instead of the usual Wilderness Lore checks to trace a creatures passage. |
| psychodemigod01-12-04, 07:22 PM | match it against my sentinel from matrix monsters thread and then see its strength |