telosse

Elementals

Mar 3rd, 2016
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  1. [spoiler=AIR ELEMENTAL][i]Large elemental, neutral[/i][hr]
  2. [b]Armor Class[/b] 15
  3. [b]Hit Points[/b] 90 (12d10 + 24)
  4. [b]Speed[/b] 0 ft., fly 90ft. (hover)[hr]
  5. STR 14 (+2)
  6. DEX 20 (+5)
  7. CON 14 (+2)
  8. INT 06 (-2)
  9. WIS 10 (+0)
  10. CHA 06 (-2)[hr]
  11. [b]Damage Resistances[/b] lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  12. [b]Damage Immunities[/b] poison
  13. [b]Condition Immunities[/b] exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  14. [b]Senses[/b] darkvision 60ft., passive Perception 10
  15. [b]Languages[/b] Auran[hr]
  16. [b]Air Form[/b]. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.[hr]
  17. [quote=ACTIONS][b][i]Multiattack[/i][/b]. The elemental makes two slam attacks.
  18.  
  19. [i][b]Slam[/i][/b]. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
  20. [i]Hit[/i]: 14 (2d8 + 5) bludgeoning damage.
  21.  
  22. [i][b]Whirlwind (Recharge 4-6)[/i][/b]. Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a· wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
  23. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.[/quote][/spoiler]
  24.  
  25. [spoiler=EARTH ELEMENTAL][i]Large elmental, neutral[/i][hr]
  26. [b]Armor Class[/b] 17 (natural armor)
  27. [b]Hit Points[/b] 126 (12d10 + 60)
  28. [b]Speed[/b] 30ft., burrow 30ft.[hr]
  29. STR 20 (+5)
  30. DEX 08 (-1)
  31. CON 20 (+5)
  32. INT 05 (-3)
  33. WIS 10 (+0)
  34. CHA 05 (-3)[hr]
  35. [b]Damage Vulnerabilities[/b] thunder
  36. [b]Damage Resistances[/b] bludgeoning, piercing, and slashing from nonmagical weapons
  37. [bDamage Immunities[/b] poison
  38. [b]Condition Immunities[/b] exhaustion, paralyzed, petrified, poisoned, unconscious
  39. [b]Senses darkvision[/b] 60ft., tremorsense 60ft., passive Perception 10
  40. [bLanguages[/b] Terran[hr]
  41. [b]Earth Glide[/b]. The elemental can burrow through non magical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
  42.  
  43. [b]Siege Monster[/b]. The elemental deals double damage to objects
  44. and structures.[hr]
  45. [quote=ACTIONS][b][i]Multiattack[/i][/b]. The elemental makes two slam attacks.
  46.  
  47. [b][i]Slam[/b][/i]. Melee Weapon Attack: +8 to hit, reach 10ft., one target.
  48. [i]Hit[/i]: 14 (2d8 + 5) bludgeoning damage.[/quote][/spoiler]
  49.  
  50. [spoiler=FIRE ELEMENTAL][i]Large elemental, neutral[/i][hr]
  51. [b]Armor Class[/b] 13
  52. [b]Hit Points[/b] 102 (12d10 + 36)
  53. [b]Speed[/b] 50 ft.[hr]
  54. STR 10 (+0)
  55. DEX 17 (+3)
  56. CON 16 (+3)
  57. INT 06 (-2)
  58. WIS 10 (+0)
  59. CHA 07 (-2)[hr]
  60. [b]Damage Resistances[/b] bludgeoning, piercing, and slashing from nonmagical weapons
  61. [b]Damage Immunities[/b] fire, poison
  62. [b]Condition Immunities[/b] exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  63. [b]Senses darkvision[/b] 60ft., passive Perception 10
  64. [b]Languages[/b] Ignan[hr]
  65. [b]Fire Form[/b]. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while with in 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; unti l someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
  66.  
  67. [b]Illumination[/b]. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
  68.  
  69. [b]Water Susceptibility[/b]. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.[hr]
  70. [quote=ACTIONS][b][i]Multiattack[/b][/i]. The elemental makes two touch attacks.
  71.  
  72. [i][b]Touch[/b][/i]. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  73. [i]Hit[/i]: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire , the target takes 5 (1d10) fire damage at the start of each of its turns.[/quote][/spoiler]
  74.  
  75. [spoiler=WATER ELEMENTAL][i]Large elemental, neutral[/i][hr]
  76. [b]Armor Class[/b] 14 (natural armor)
  77. [b]Hit Points[/b] 114 (12d10 + 48)
  78. [b]Speed[/b] 30ft., swim 90 ft.[hr]
  79. STR 18 (+4)
  80. DEX 14 (+2)
  81. CON 18 (+4)
  82. INT 05 (-3)
  83. WIS 10 (+0)
  84. CHA 08 (-1)[hr]
  85. [b]Damage Resistances[/b] acid; bludgeoning, piercing, and slashing from nonmagical weapons
  86. [b]Damage Immunities[/b] poison
  87. [b]Condition Immunities[/b] exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  88. [b]Senses[/b] darkvision 60ft., passive Perception 10
  89. [b]Languages[/b] Aquan[hr]
  90. [b]Water Form[/b]. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
  91.  
  92. [b]Freeze[/b]. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.[hr]
  93. [quote=ACTIONS][b][i]Multiattack[/i][/b]. The elemental makes two slam attacks.
  94.  
  95. [b][i]Slam[/i][/b]. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target.
  96. [i]Hit[/i]: 13 (2d8 + 4) bludgeoning damage.
  97.  
  98. [b][i]Whelm (Recharge 4-6)[/b][/i]. Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
  99. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.
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