UncleWolf
2010-05-02, 02:26 PM
Disco Elemental
Huge Elemental (Extraplanar, Sonic/Light)
Hit Dice: 16d8+20 (88 hp)
Initiative: +8
Speed: 30ft (6 squares); Moonwalk* 20feet.
Armor Class: 21 (-2 size, +4 Dex, +9 natural), touch 12, flat-footed 17
Base Attack/Grapple: +12/+24
Attack: Slam +17 melee (2d8+6 plus 2d8 Sonic)
Full Attack: 2 Slams +17 melee (2d8+6 plus 2d8 Sonic)
Space/Reach: 15ft/15ft
Special Attacks:(See Below)
Special Qualities: Damage Reduction 5/-, Stayin' Alive, Darkvision 60ft, Elemental Traits, Immune to Sonic Damage, Vulnerable to Rap
Saves: Fort +15, Ref +15, Will +15
Abilities: Str 18, Dex 18, Con 18, Int 12, Wis 9, Cha 25
Skills: Listen +12, Spot +12, Perform(Dance) +20, Perform(Sing) +20
Feats:Combat Expertise, Combat Reflexes, Deflect Arrows, Improved Initiative, Lightning Reflexes, Mobility, Whirlwind Attack
Environment: Boogie Wonderland, City Streets, Dance Floors, and Parties
Organization: Solitary
Challenge Rating: 8
Treasure: None.
Alignment: Neutral Funky or Damned Good. They can switch.
Advancement: 17-20 HD (Huge)
Description/background/characteristics:
The Disco Elemental is almost as much a construct as it is an elemental. It's born from the fusion of a Large Elemental of each type: Earth, Wind, and Fire. When the smoke clears, The Disco Elemental stands in their place, glowing in it's glory.
The Disco Elemental takes the appearance of a large humanoid, covered in pieces of mirrors and a disco ball enveloping the top part of it's head in a look similar to an Afro's. The bellbottoms are flared and covered in sequin, and it's chest is covered in a vest that shows more than it hides.
Combat:
In combat, the Disco Elemental is mostly a support unit, using it's abilities to distract, stun, and potentially damage opponents from afar. If given no other choice, it will close, using it's Groovy Moves to avoid blows and dance it's way through the melee.
Those fighting one will find themselves being constantly bombarded with songs and will need strong minds to resist joining in.
Ability descriptions:
Stayin' Alive [Ex]: As long as disco music is playing, the Disco Elemental can not be killed or dispelled, merely knocked unconscious
Disco Inferno [Su.]: The powers of Funk are called down on a chosen target, dealing 4d8 Fire damage, 2d8 of which is also Holy. Reflex save [DC 25]to negate. This has a range of 25 feet, and a diameter of 5ft.
Can't Get Enough of Your Love, Baby [Sp.]: Target is forced to make a Will Save [DC 27] or be enthralled by it's powers over love. This is the equivalent of a Wizard using a 10th level Charm Person Spell. May only effect one target at a time.
Sing A Song [Sp]: All opponents within 20foot radius must pass a will save [DC 20] or are forced to sing until they do(Effectively stunning them), or until they are attacked.
Mighty Mighty [Ex]: The Elemental is infused with the strength of The Boogie. Critical is now 16-20 and lasts 1d6 rounds, but only on Saturday Nites.
Turn on (The Beat Box)[Su]: The Elemental may turn on or off at will any piece of equipment or spell that produces sound that doesn't need an actual player. (i.e. every car radio within 100 yards suddenly switches to a funk station)
Celebration [Ex.]: Striking a pose in tune with the Disco swirling around it, the mirrors on it's surface glow, reflecting any light based attacks for 1d6 rounds. Confetti also fills the air, causing a -4 to all ranged attacks against the Disco Elemental. This action does not need to be sustained.
*Moonwalk: As a Move Action, the Disco Elemental can Move backwards 20ft, still facing the same direction, without invoking an attack of opportunity.
Notes: This idea spawned from silly conversations among friends and I. It's not completely serious(obviously), but I planned on it being usable if necessary.
Huge Elemental (Extraplanar, Sonic/Light)
Hit Dice: 16d8+20 (88 hp)
Initiative: +8
Speed: 30ft (6 squares); Moonwalk* 20feet.
Armor Class: 21 (-2 size, +4 Dex, +9 natural), touch 12, flat-footed 17
Base Attack/Grapple: +12/+24
Attack: Slam +17 melee (2d8+6 plus 2d8 Sonic)
Full Attack: 2 Slams +17 melee (2d8+6 plus 2d8 Sonic)
Space/Reach: 15ft/15ft
Special Attacks:(See Below)
Special Qualities: Damage Reduction 5/-, Stayin' Alive, Darkvision 60ft, Elemental Traits, Immune to Sonic Damage, Vulnerable to Rap
Saves: Fort +15, Ref +15, Will +15
Abilities: Str 18, Dex 18, Con 18, Int 12, Wis 9, Cha 25
Skills: Listen +12, Spot +12, Perform(Dance) +20, Perform(Sing) +20
Feats:Combat Expertise, Combat Reflexes, Deflect Arrows, Improved Initiative, Lightning Reflexes, Mobility, Whirlwind Attack
Environment: Boogie Wonderland, City Streets, Dance Floors, and Parties
Organization: Solitary
Challenge Rating: 8
Treasure: None.
Alignment: Neutral Funky or Damned Good. They can switch.
Advancement: 17-20 HD (Huge)
Description/background/characteristics:
The Disco Elemental is almost as much a construct as it is an elemental. It's born from the fusion of a Large Elemental of each type: Earth, Wind, and Fire. When the smoke clears, The Disco Elemental stands in their place, glowing in it's glory.
The Disco Elemental takes the appearance of a large humanoid, covered in pieces of mirrors and a disco ball enveloping the top part of it's head in a look similar to an Afro's. The bellbottoms are flared and covered in sequin, and it's chest is covered in a vest that shows more than it hides.
Combat:
In combat, the Disco Elemental is mostly a support unit, using it's abilities to distract, stun, and potentially damage opponents from afar. If given no other choice, it will close, using it's Groovy Moves to avoid blows and dance it's way through the melee.
Those fighting one will find themselves being constantly bombarded with songs and will need strong minds to resist joining in.
Ability descriptions:
Stayin' Alive [Ex]: As long as disco music is playing, the Disco Elemental can not be killed or dispelled, merely knocked unconscious
Disco Inferno [Su.]: The powers of Funk are called down on a chosen target, dealing 4d8 Fire damage, 2d8 of which is also Holy. Reflex save [DC 25]to negate. This has a range of 25 feet, and a diameter of 5ft.
Can't Get Enough of Your Love, Baby [Sp.]: Target is forced to make a Will Save [DC 27] or be enthralled by it's powers over love. This is the equivalent of a Wizard using a 10th level Charm Person Spell. May only effect one target at a time.
Sing A Song [Sp]: All opponents within 20foot radius must pass a will save [DC 20] or are forced to sing until they do(Effectively stunning them), or until they are attacked.
Mighty Mighty [Ex]: The Elemental is infused with the strength of The Boogie. Critical is now 16-20 and lasts 1d6 rounds, but only on Saturday Nites.
Turn on (The Beat Box)[Su]: The Elemental may turn on or off at will any piece of equipment or spell that produces sound that doesn't need an actual player. (i.e. every car radio within 100 yards suddenly switches to a funk station)
Celebration [Ex.]: Striking a pose in tune with the Disco swirling around it, the mirrors on it's surface glow, reflecting any light based attacks for 1d6 rounds. Confetti also fills the air, causing a -4 to all ranged attacks against the Disco Elemental. This action does not need to be sustained.
*Moonwalk: As a Move Action, the Disco Elemental can Move backwards 20ft, still facing the same direction, without invoking an attack of opportunity.
Notes: This idea spawned from silly conversations among friends and I. It's not completely serious(obviously), but I planned on it being usable if necessary.