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View Full Version : [3.5]Living Lightning Bolt [P.E.A.C.H]



AustontheGreat1
2010-08-16, 11:37 PM
LIVING LIGHTNING BOLT

http://paranormalspy.com/wp-content/uploads/2009/09/Ball_Lightning.jpg
A living Lightning Bolt attacking an airplane because I'm not very good at looking up pictures on the internet, but I also feel that a picture makes a brew more interesting.

Living Spark
Small Elemental
Hit Die: 2d8+0 (9 hp)
Speed: 0 ft. (see text)
Initiative: +7
Armor Class: 17 (+1 Size, +3 Dex, +3 Natural)
BAB/Grapple: +1/-3
Attack: Slam +2 (1d4 plus 1d4 electricity)
Full-Attack: Slam +2 (1d4 plus 1d4 electricity)
Space: 5 ft; Reach: 5ft
Special Attacks: Shock, Surge, Arc
Special Qualities: Darkvision 60 ft., elemental traits, immunity to electricity
Saves: Fort +0, Ref +6, Will +0
Abilities: Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Improved Initiative
Environment:
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Usually Neutral

A brilliant entity of light hangs roughly 3 feet in the air before you. Arcs of static electricity are constantly flickering from it to whatever objects lie closest to it. The area is filled with a buzzing noise and an ambient feeling of electricity. Its form is vaguely humanoid and two vacant areas on what seems to be its head seem to be glaring right at you.

Shock (Ex): The body of a living lighting bolt is pure electricity. Any creature who is struck by the living lighting bolt’s slam attack takes an additional 1d4 of electricity damage. Additionally, creatures who attack the living lightning bolt with an unarmed strike, natural attack, or metal weapons also take this damage.

Surge (Su): A lightning bolt does not simply move; it streaks across the air with the force of a lighting bolt. As a move action, a living lightning bolt can move up to 50ft. (10 squares) in any direction. Any creature occupying any square the living lightning bolt travels through is harmed by the lightning bolts travel taking 1d6 electricity damage. Any creature affected by this ability may take one of two courses of action. The creature attempt a reflex save (DC = 10 + ½ the elemental’s HD + the elemental’s dexterity modifier), on a successful save the creature takes only half damage. Alternatively, the creature may attempt to make an attack of opportunity against the living lightning bolt. If the creature chooses the second option, it takes the full damage.

Arc (Ex): A living lightning bolt is filled with overwhelming power. This energy is constantly arcing of it into the ground. Each round, roll 1d6 for each creature occupying a space within 10ft. of the lighting bolt. Whichever creatures die shows the lowest result takes 1d6 electricity damage as the electricity arcs from the elemental to it. If any two creature tie for the lowest result, both creatures take this damage. Creatures who are not in contact with the ground in any way are immune to this effect.


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Living Lightning Bolt
Medium Elemental
Hit Die: 4d8+12 (30 hp)
Speed: 0 ft. (see text)
Initiative: +9
Armor Class: 18 (+5 Dex, +3 Natural)
BAB/Grapple: +3/+4
Attack: Slam +8 (1d6+1 plus 1d6 electricity)
Full-Attack: Slam +8 (1d4+1 plus 1d6 electricity)
Space: 5 ft; Reach: 5ft
Special Attacks: Shock, Surge, Arc
Special Qualities: Darkvision 60 ft., elemental traits, immunity to electricity
Saves: Fort +3, Ref +9, Will +1
Abilities: Str 12, Dex 21, Con 16, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Improved Initiative, Weapon Finesse
Environment:
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually Neutral

Shock (Ex): The body of a living lighting bolt is pure electricity. Any creature who is struck by the living lighting bolt’s slam attack takes an additional 1d6 of electricity damage. Additionally, creatures who attack the living lightning bolt with an unarmed strike, natural attack, or metal weapons also take this damage.

Surge (Su): A lightning bolt does not simply move; it streaks across the air with the force of a lighting bolt. As a move action, a living lightning bolt can move up to 50ft. (10 squares) in any direction. Any creature occupying any square the living lightning bolt travels through is harmed by the lightning bolts travel taking 2d6 electricity damage. Any creature affected by this ability may take one of two courses of action. The creature attempt a reflex save (DC = 10 + ½ the elemental’s HD + the elemental’s dexterity modifier), on a successful save the creature takes only half damage. Alternatively, the creature may attempt to make an attack of opportunity against the living lightning bolt. If the creature chooses the second option, it takes the full damage.

Arc (Ex): A living lightning bolt is filled with overwhelming power. This energy is constantly arcing of it into the ground. Each round, roll 1d6 for each creature occupying a space within 10ft. of the lighting bolt. Whichever creatures die shows the lowest result takes 1d6 electricity damage as the electricity arcs from the elemental to it. If any two creature tie for the lowest result, both creatures take this damage. Creatures who are not in contact with the ground in any way are immune to this effect.


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Large Living Lightning Bolt
Large Elemental
Hit Die: 8d8+24 (60 hp)
Speed: 0 ft. (see text)
Initiative: +11
Armor Class: 20 (-1 Size, +7 Dex, +3 Natural, +1 Dodge)
BAB/Grapple: +6/+12
Attack: Slam +12 (2d6+2 plus 2d6 electricity)
Full-Attack: 2 Slams +12/+7 (2d6+2 plus 2d6 electricity)
Space: 10 ft; Reach: 10ft
Special Attacks: Shock, Surge, Arc
Special Qualities: Darkvision 60 ft., Damage Reduction 5/-, elemental traits, immunity to electricity
Saves: Fort +5, Ref +13, Will +2
Abilities: Str 14, Dex 25, Con 16, Int 4, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Improved Initiative, Weapon Finesse, Dodge
Environment:
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Usually Neutral

Shock (Ex): The body of a living lighting bolt is pure electricity. Any creature who is struck by the living lighting bolt’s slam attack takes an additional 2d6 of electricity damage. Additionally, creatures who attack the living lightning bolt with an unarmed strike, natural attack, or metal weapons also take this damage.

Surge (Su): A lightning bolt does not simply move; it streaks across the air with the force of a lighting bolt. As a move action, a living lightning bolt can move up to 50ft. (10 squares) in any direction. Any creature occupying any square the living lightning bolt travels through is harmed by the lightning bolts travel taking 4d6 electricity damage. Any creature affected by this ability may take one of two courses of action. The creature attempt a reflex save (DC = 10 + ½ the elemental’s HD + the elemental’s dexterity modifier), on a successful save the creature takes only half damage. Alternatively, the creature may attempt to make an attack of opportunity against the living lightning bolt. If the creature chooses the second option, it takes the full damage.

Arc (Ex): A living lightning bolt is filled with overwhelming power. This energy is constantly arcing of it into the ground. Each round, roll 1d6 for each creature occupying a space within 10ft. of the lighting bolt. Whichever creatures die shows the lowest result takes 1d6 electricity damage as the electricity arcs from the elemental to it. If any two creature tie for the lowest result, both creatures take this damage. Creatures who are not in contact with the ground in any way are immune to this effect.


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Huge Living Lightning Bolt
Huge Elemental
Hit Die: 16d8+64 (136 hp)
Speed: 0 ft. (see text)
Initiative: +13
Armor Class: 23 (-2 Size, +9 Dex, +4 Natural, +1 Dodge)
BAB/Grapple: +12/+24
Attack: Slam +19 (2d8+4 plus 2d8 electricity)
Full-Attack: 2 Slams +19 (2d8+4 plus 2d8 electricity)
Space: 15 ft; Reach: 15 ft
Special Attacks: Shock, Surge, Arc
Special Qualities: Darkvision 60 ft., Damage Reduction 5/-, elemental traits, immunity to electricity
Saves: Fort +9, Ref +19, Will +5
Abilities: Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +12
Feats: Improved Initiative, Weapon Finesse, Dodge, Combat Reflexes, Power Attack. Cleave
Environment:
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Usually Neutral

Shock (Ex): The body of a living lighting bolt is pure electricity. Any creature who is struck by the living lighting bolt’s slam attack takes an additional 2d8 of electricity damage. Additionally, creatures who attack the living lightning bolt with an unarmed strike, natural attack, or metal weapons also take this damage.

Surge (Su): A lightning bolt does not simply move; it streaks across the air with the force of a lighting bolt. As a move action, a living lightning bolt can move up to 50ft. (10 squares) in any direction. Any creature occupying any square the living lightning bolt travels through is harmed by the lightning bolts travel taking 8d6 electricity damage. Any creature affected by this ability may take one of two courses of action. The creature attempt a reflex save (DC = 10 + ½ the elemental’s HD + the elemental’s dexterity modifier), on a successful save the creature takes only half damage. Alternatively, the creature may attempt to make an attack of opportunity against the living lightning bolt. If the creature chooses the second option, it takes the full damage.

Arc (Ex): A living lightning bolt is filled with overwhelming power. This energy is constantly arcing of it into the ground. Each round, roll 1d6 for each creature occupying a space within 10ft. of the lighting bolt. Whichever creatures die shows the lowest result takes 1d6 electricity damage as the electricity arcs from the elemental to it. If any two creature tie for the lowest result, both creatures take this damage. Creatures who are not in contact with the ground in any way are immune to this effect.


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Greater Lightning Bolt
Huge Elemental
Hit Die: 21d8+84 (178 hp)
Speed: 0 ft. (see text)
Initiative: +14
Armor Class: 27 (-2 Size, +10 Dex, +8 Natural, +1 Dodge)
BAB/Grapple: +15/+28
Attack: Slam +23 (2d8+5 plus 2d8 electricity)
Full-Attack: 2 Slams +23 (2d8+5 plus 2d8 electricity)
Space: 15 ft; Reach: 15 ft
Special Attacks: Shock, Surge, Arc
Special Qualities: Darkvision 60 ft., Damage Reduction 10/-, elemental traits, immunity to electricity
Saves: Fort +11, Ref +22, Will +9
Abilities: Str 20, Dex 31, Con 18, Int 8, Wis 11, Cha 11
Skills: Listen +11, Spot +12
Feats: Improved Initiative, Weapon Finesse, Dodge, Combat Reflexes, Power Attack, Alertness, Cleave, Great Cleave
Environment:
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Usually Neutral

Shock (Ex): The body of a living lighting bolt is pure electricity. Any creature who is struck by the living lighting bolt’s slam attack takes an additional 2d8 of electricity damage. Additionally, creatures who attack the living lightning bolt with an unarmed strike, natural attack, or metal weapons also take this damage.

Surge (Su): A lightning bolt does not simply move; it streaks across the air with the force of a lighting bolt. As a move action, a living lightning bolt can move up to 50ft. (10 squares) in any direction. Any creature occupying any square the living lightning bolt travels through is harmed by the lightning bolts travel taking 10d6 electricity damage. Any creature affected by this ability may take one of two courses of action. The creature attempt a reflex save (DC = 10 + ½ the elemental’s HD + the elemental’s dexterity modifier), on a successful save the creature takes only half damage. Alternatively, the creature may attempt to make an attack of opportunity against the living lightning bolt. If the creature chooses the second option, it takes the full damage.

Arc (Ex): A living lightning bolt is filled with overwhelming power. This energy is constantly arcing of it into the ground. Each round, roll 1d6 for each creature occupying a space within 10ft. of the lighting bolt. Whichever creatures die shows the lowest result takes 1d6 electricity damage as the electricity arcs from the elemental to it. If any two creature tie for the lowest result, both creatures take this damage. Creatures who are not in contact with the ground in any way are immune to this effect.


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Elder Lightning Bolt
Huge Elemental
Hit Die: 24d8+96 (204 hp)
Speed: 0 ft. (see text)
Initiative: +15
Armor Class: 28 (-2 Size, +11 Dex, +8 Natural, +1 Dodge)
BAB/Grapple: +18/+32
Attack: Slam +27 (2d8+5 plus 2d8 electricity)
Full-Attack: 2 Slams +27 (2d8+5 plus 2d8 electricity)
Space: 15 ft; Reach: 15 ft
Special Attacks: Shock, Surge, Arc
Special Qualities: Darkvision 60 ft., Damage Reduction 10/-, elemental traits, immunity to electricity
Saves: Fort +12, Ref +25, Will +10
Abilities: Str 22, Dex 33, Con 18, Int 10, Wis 11, Cha 11
Skills: Listen +29, Spot +29
Feats: Improved Initiative, Weapon Finesse, Dodge, Combat Reflexes, Power Attack, Alertness, Cleave, Great Cleave, Blind-fight
Environment:
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Usually Neutral

Shock (Ex): The body of an elder lighting bolt is pure electricity. Any creature who is struck by the living lighting bolt’s slam attack takes an additional 2d8 of electricity damage. Additionally, creatures who attack the living lightning bolt with an unarmed strike, natural attack, or metal weapons also take this damage.

Surge (Su): A lightning bolt does not simply move; it streaks across the air with the force of a lighting bolt. As a move action, a living lightning bolt can move up to 50ft. (10 squares) in any direction. Any creature occupying any square the living lightning bolt travels through is harmed by the lightning bolts travel taking 12d6 electricity damage. Any creature affected by this ability may take one of two courses of action. The creature attempt a reflex save (DC = 10 + ½ the elemental’s HD + the elemental’s dexterity modifier), on a successful save the creature takes only half damage. Alternatively, the creature may attempt to make an attack of opportunity against the living lightning bolt. If the creature chooses the second option, it takes the full damage.

Arc (Ex): A living lightning bolt is filled with overwhelming power. This energy is constantly arcing of it into the ground. Each round, roll 1d6 for each creature occupying a space within 10ft. of the lighting bolt. Whichever creatures die shows the lowest result takes 1d6 electricity damage as the electricity arcs from the elemental to it. If any two creature tie for the lowest result, both creatures take this damage. Creatures who are not in contact with the ground in any way are immune to this effect.


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Lightning Monolith

Gargantuan Elemental
Hit Dice: 36d8+216 (378 hp)
Initiative: +20
Speed: 0ft. (see text)
Armor Class: 33 (-4 size, +12 Dex, + 14 natural, +1 dodge)
Base Attack/Grapple: +27/+50
Attack: Slam +35 melee (6d6+11 plus 1d6 electricity)
Full Attack: 2 Slams +35 melee (6d6+11 plus 1d6 electricity)
Space: 20 ft; Reach: 20 ft
Special Attacks: Shock, Surge, Arc
Special Qualities: Darkvision 60ft., damage reduction 15/-, elemental traits, immunity to electricity
Saves: Fort +20, Ref +30, Will +16
Abilities: Str 32, Dex 34, Con 22, Int 12, Wis 15, Cha 17
Skills: Listen +43, Spot +43
Feats: Improved Initiative, Weapon Finesse, Dodge, Combat Reflexes, Power Attack, Alertness, Cleave, Great Cleave, Blind-fight, Epic Reflexes, Blinding Speed, Superior Initiative
Environment:
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Usually neutral

White streaks of energy extend from the sky forming the bones of a nightmarishly large skeleton of storm clouds and thunderbolts. Its movements seem impossible to follow, as it appears to jerk across the horizon in bursts of light. Its thunderous buzzing groan vibrates the air and fills the surrounding area with the tingle of unbelievable power.

Shock (Ex): The body of a lighting monolith is pure electricity energy. Any creature who is struck by the living lighting bolt’s slam attack takes an additional 4d6 of electricity damage. Additionally, creatures who attack the living lightning bolt with an unarmed strike, natural attack, or metal weapons also take this damage.

Surge (Su): A lightning monolith does not simply move; it streaks across the air with the force of a lighting bolt. As a move action, a living lightning bolt can move up to 100ft. (20 squares) in any direction. Any creature occupying any square the living lightning bolt travels through is harmed by the lightning bolts travel taking 18d6 electricity damage. Any creature affected by this ability may take one of two courses of action. The creature attempt a reflex save (DC = 10 + ½ the elemental’s HD + the elemental’s dexterity modifier), on a successful save the creature takes only half damage. Alternatively, the creature may attempt to make an attack of opportunity against the living lightning bolt. If the creature chooses the second option, it takes the full damage.

Arc (Ex): A lightning monolith is filled with overwhelming power. This energy is constantly arcing off of it into the ground. Each round, roll 1d6 for each creature occupying a space within 20ft. of the lighting bolt. Whichever creatures die shows the lowest result takes 1d6 electricity damage as the electricity arcs from the elemental to it. If any creatures tie for the lowest result, all creatures take this damage. Creatures who are not in contact with the ground in any way are immune to this effect.


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Spark Mephit

Small Outsider
Hit Dice: 3d8 (13 hp)
Initiative: +6
Speed: 40ft. (8 Squares), Fly 100ft.
Armor Class: 17 (+1 size, +2 Dex, +4 Natural)
Base Attack/Grapple: +3/-2
Attack: Claw +2 melee (1d3 plus 1d4 electricity)
Full Attack: 2 Claws +2 melee (1d3-1 plus 1d4 electricity)
Space: 5 ft; Reach: 5 ft
Special Attacks: Breath Weapon, Spell-like Abilities, Summon Mephit
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immunity to electricity, fast healing 2
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 8, Dex 15, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)
Feats: Dodge, Improved Initiative
Environment:
Organization: Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)
Challenge Rating: 4
Treasure: standard
Alignment: Usually neutral

This winged creature looks like a miniature devil. Its skin is metallic and the air buzzes whenever it moves.

Spark Mephits are infused with electrical power. Spark mephits speak common and auran. They normally weigh around 1 pound or less and are usually somewhere between 3 and 4 feet tall.

Breath Weapon (Su): A spark mephit’s breath weapon is a 15ft. line of lightning dealing 1d8 electricity damage, DC 12 Reflex save for half damage. This DC is constitution based and includes a +1 racial adjustment.

Spell-Like Abilities
1/hour-Shocking Grasp (Caster level 3rd); 1/day-Daylight (caster level 5th). DC’s are charisma based.

Fast Healing (Ex): A spark mephit heals only when exposed to an electric charge, even as small as a zap of static electricity.


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This is my first attempt at a homebrewed monster. I want to become better at brewing and practice makes perfect. I've never seen an electricity elemental before so I decided to make one.

On a side note, how does one make one of those extended homebrew things without unnecessarily taking up forum space?

Addition: I extended it to be more like a regular elemental, with varying size and power.

arguskos
2010-08-16, 11:39 PM
On a side note, how does one make one of those extended homebrew things without unnecessarily taking up forum space?
No comment on the critter, but to answer this query: clickity-pops (http://www.giantitp.com/forums/showthread.php?t=60676). That thread solves everything. :smallwink:

Tetrasodium
2010-08-16, 11:41 PM
they should probably have something similar to fire elementals where attacking it in melee can be risky (reflex save or take some extra damage iirc)

AustontheGreat1
2010-08-16, 11:42 PM
No comment on the critter, but to answer this query: clickity-pops (http://www.giantitp.com/forums/showthread.php?t=60676). That thread solves everything. :smallwink:

But if I make a reply, won't that thread pop back up into the forum?


they should probably have something similar to fire elementals where attacking it in melee can be risky (reflex save or take some extra damage iirc)

Read Shock.

arguskos
2010-08-16, 11:59 PM
But if I make a reply, won't that thread pop back up into the forum?
Most recent post was 6-7 days ago, well within safe limits. Go for it. :smallwink:

Admiral Squish
2010-08-17, 12:04 AM
Seems pretty solid to me. something as grand as 'living lightning bolt' though, I'd up the CR and damages.

As for shock, perhaps include a line about metal weapons conducting this damage? After all, hitting a lightning bolt with a two-handed lightning rod rarely ends well.

AustontheGreat1
2010-08-17, 12:32 AM
Seems pretty solid to me. something as grand as 'living lightning bolt' though, I'd up the CR and damages.

As for shock, perhaps include a line about metal weapons conducting this damage? After all, hitting a lightning bolt with a two-handed lightning rod rarely ends well.

Well, it is supposed to be able to advance like the other elementals.

And I'll take your advice on the metal weapons.

hamishspence
2010-08-17, 04:15 AM
I think one of the Tome of Horrors books had lightning elementals and lightning mephits.

Can the Living Spell template from MM3 be applied to lightning bolts? And if so, how different would it be?

That said- this is what I would call good homebrew- nice pic, interesting mechanics, without being unreasonably complex.