Gnomes2169
2015-08-18, 08:04 AM
Apocalypse Elementals
Armageddon. The Rapture. The Culling. Every race and every religion has a name for The End, or at least, the method with which it will be delivered. But only one reality held the end of all ends, and is home to every apocalyptic tale. And on the void, this swirling potential is actually powerful and present enough to manifest itself in elemental form.
While apocalypse elementals aren't the absence and desolation of oblivion itself, they represent the violent, chaotic spirit that comes before that end. Merciless, unbiased and destructive, apocalypse elementals are often mistaken as evil. However, while oddly intelligent for elementals, there is no true malice behind the motivations of these doom-bringers. They kill and destroy simply because that is what they are.
While apocalypse elementals are able to communicate with each other and seem to understand all languages, they do not appear to have any discernible language of their own. This makes it almost impossible to reason with or command them, as there is no way to tell if the elemental is willing to obey until they do so of their own accord.
The thing to remember about these elementals is the rule of four. Barring incredibly rare circumstances or destruction they travel in packs of four at all times, and are almost always within the same area even if they are not all visible. As such, it is recommended that one remain wary if they encounter and destroy an apocalypse elemental by itself. Chances are, it was not alone.
The smallest form these elementals can take, an apocalypse mephit has molten cracks running through its black, smoke like body. Like all other mephits, they are vile, evil things, and they enjoy causing exquisite anguish to their prey.
Apocalypse mephit
Small elemental, neutral evil
Armor class: 14
HP: 90 (12d6+36)
Speed: 30 ft., fly 50 ft.
StrDexConIntWisCha
9 (-1)18 (+4)16 (+3)12 (+1)16 (+3)14 (+2)
Skills: Perception +6, stealth +7
Damage immunities: Fire, force, poison
Condition immunities: Poisoned
Senses: Darkvision 60 ft., passive perception 16
Languages: None
Challenge: 5 (1,800)
Death burst When the mephit is reduced to 0 hit points, its body detonates in a cloud of destructive energies. Enemies within 10 feet of the mephit must make a DC 14 dexterity saving throw. On a failed save, they are dealt 3 (1d6) fire, 3 (1d6) force and 3 (1d6) lightning damage, or half as much damage on a successful save.
Innate spellcasting The mephit can cast the following spells innately. These spells are cast using the mephit's charisma bonus (Save DC 13, attack bonus +5)
-At will: Magic missile (level 3), scorching ray (level 3)
-1/ day each: Fireball, lightning bolt
Actions
Multi-attack The mephit makes 3 attacks with its claws.
Claws: Melee weapon attack +7 attack, 5 ft. reach. On hit: The target is dealt 6 (1d4+4) slashing damage and the mephit's choice of 10 (3d6) fire, force or lightning damage.
Eradicating breath (recharge 5/6) The mephit releases a cone of breath that ravages their foes. Creatures in a 25 foot cone must make a DC 14 dexterity saving throw. On a failed saving throw, a creature is dealt 7 (2d6) fire, 7 (2d6) force and 7 (2d6) lightning damage, or half as much on a successful save.
The second form an apocalypse elemental can take, a group of four apocalyptic weird is often summoned purposefully to protect elemental confluxes or the belongings of primordial beings. However, they can also appear of their own accord, typically in areas of pure entropy or raw chaos.
While most apocalypse weirds are neutral, like most elementals, the circumstances of their summoning can influence what alignment they manifest as. If radiant or good energies had an overwhelming presence, they will be evil aligned, while conversely if necrotic and evil energies are involved, they will be good aligned instead. In a similar manner, an apocalypse weird summoned to a place of entropy will be chaotic, while in a chaotic place they will be lawful. Most researchers attribute this consistent contradiction to an apocalypse elemental's purpose of bringing about an end to something, and they will latch onto the most powerful forces to oppose. Once the area they inhabit becomes less extreme, so too will the weird.
Their body is a twisting pillar of smoke, crackling purple energy and a an almost human-like transparent head and set of limbs hovering within.
Apocalypse weird
Large elemental, neutral
Armor class: 17 (natural armor)
HP: 178 (21d10+63)
Speed: 25 ft., fly 70 ft.
StrDexConIntWisCha
19 (+4)19 (+4)16 (+3)12 (+1)16 (+3)14 (+2)
Damage resistances: Bludgeoning, piercing and slashing from non-magic weapons
Damage immunities: Fire, force, poison
Condition immunities: Exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses: Blindsight 30 ft., darkvision 60 ft., passive perception 13
Languages: None
Challenge: 13 (10,000)
Death burst When the weird is reduced to 0 hit points, it detonates in a cloud of destructive energies. Creatures within 10 feet of the weird must make a DC 16 dexterity saving throw. On a failed save, the creature is dealt 10 (3d6) fire, 10 (3d6) force and 10 (3d6) lightning damage, or half as much damage on a successful on.
Invisible in Magic While inside the area of a magical effect or spell, or adjacent to a conflux of elemental energy, the weird is invisible.
Innate spellcasting The weird may cast the following spells innately. It uses charisma as its casting ability (Save DC 15, attack bonus +7).
-At will: Phantasmal force
-3/ day: Fire ball, lightning bolt
-1/ day: Wall of fire
Actions
Multi-attack The weird makes 2 attacks with its surge, or one attack with its surge and uses its pulse.
Surge Melee weapon attack, 30 ft reach, +9 attack bonus. On hit: The target is dealt 11 (2d6+4) bludgeoning, 7 (2d6) fire, 7 (2d6) force and 7 (2d6) lightning damage. Additionally, when the attack resolves the weird is moved to the nearest adjacent space to the target.
Pulse (recharge 5/6) Tearing a momentary hole in reality, the weird unleashes a pulse of destructive energy. Creatures within 30 feet of the weird must make a DC 17 dexterity saving throw. On a failed saving throw, a creature is dealt 10 (3d6) fire, 10 (3d6) force and 10 (3d6) lightning damage, or half as much damage on a success.
The pure elemental form is by far the most powerful... And oddly looks the least like your standard elemental. They take on one of four different shapes, each of which have their own capabilities and represent a major doomsday scenario.
The first form would almost seem to be benign, harmless even, if it weren't for the lines and cracks in its desiccated, silver body that leaked endless smoke and crackling energy. This form looks to be a simple farmer, but one long dead and wasted into nothing but skin and bone. Meant to represent famine and starvation, it can drain the essence and energy from those it touches in those cold, hard hands. In battle, this elemental bears a scythe that reflects all light to touch its silver blade as a sickly, pale white and purple glow.
The second is a hooded cowl that bears a dagger from which purple and green smoke rises. Within this hood, thousands of beetles that appear to be made of smoke and flame writhe, all held together by lances of constantly crackling and shifting electricity. Representing disease and pestilence, this form is able to sicken and cripple a creature with just the lightest of touches from their toxic blade.
The third is a suit of silver plate armor, smoke billowing from the cracks in its plates and fire swirling around its gauntlets and greaves. With no eyes in the helm and a greataxe in one hand, this form is the embodiment of war, the cold, faceless horror. A testament to the destruction that can be wrought at the hands of sentient beings. Of all the apocalypse elementals, the warrior is the most built for the battlefield itself, and is the hardest aspect to kill.
The fourth and final aspect is the embodiment of all the others. Made of nothing more than smoke, with a crown of flames and crackling eyes of energy, this specter is the embodiment of death itself. On one hand its fingers are emblazoned with silver, razor-like claws that drink the blood it spills, each claw as long as a man's forearm and sharper than the tooth of any beast. Attacking this creature invites the chilling realization that even killing it will only delay the inevitability of death, and the elemental can twist this primal fear whenever a creature causes it harm, turning even the most basic and triumphant of blows into an absolute nightmare.
Apocalypse elemental
Large elemental, neutral
Armor class: 18 (natural armor)
HP: 234 (24d10+100)
Speed: 50 ft., fly 80 ft.
StrDexConIntWisCha
23 (+6)24 (+7)19 (+4)14 (+2)20 (+5)16 (+3)
Saving throws Con +13, Cha +9
Damage resistances: Bludgeoning, piercing and slashing from non-magic weapons
Damage immunities: Fire, force, poison, psychic
Condition immunities: Blinded, exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses: Truesight 30 ft., blindsight 60 ft, darkvision 120 ft., passive perception 15
Languages: None
Challenge: 17 (10,000)
Agony aura Creatures of the elemental's choice who start their turn within 30 feet of the elemental must make a DC 17 charisma saving throw. On a failed save, the creature will have disadvantage on its next attack roll or ability check.
Death burst When the elemental is reduced to 0 hit points, its body explodes in a cloud of destructive energy. Creatures within 20 feet of the elemental must make a DC 18 dexterity saving throw. On a failed save a creature is dealt 14 (4d6) fire, 14 (4d6) force and 14 (4d6) lightning damage, or half as much on a successful save.
Innate spellcasting: The elemental can cast the following spells innately. Its spellcasting stat is charisma (DC 17, +9 spell attack bonus).
-At will: Fireball (level 4), lightning bolt (level 4), vitriolic sphere
-3/ day each: Fire shield, wall of fire
-1/ day each: Disintegrate, incendiary cloud
Volatile weapons The elemental's weapons are treated as magical for overcoming damage resistance. They are destroyed when the elemental is reduced to 0 hit points.
Actions
Multi-attack The elemental makes 2 attacks with its Quelling blade and 1 attack with its touch.
Quelling blade Melee weapon attack, +13 attack, 15 ft reach. On hit: The target is dealt 20 (2d12+7) slashing and 17 (5d6) fire, force or lightning damage, the elemental's choice.
Touch Melee weapon attack, +13 attack, 10 ft reach. On hit: The target is dealt 35 (10d6) fire, lightning or force damage, the elemental's choice.
Reactions
Depending on which of the four forms the elemental takes when it is created, it may use one of the following reactions.
Desiccated farmer: Whenever the elemental damages a creature with its touch attack, it may force them to make a DC 18 constitution saving throw. On a failed save, the creature suffers one level of exhaustion.
Cowled swarm: Whenever the elemental's quelling blade damages a creature, it may use its reaction to force the target to make a DC 18 Constitution saving throw, or become infected by and suffer all the first-stage symptoms of any one disease (chosen from the spell contagion or the DMG). The disease acts as normal after this initial onset.
Specter: Whenever the elemental is dealt damage by a creature within 60 feet of it, it may force that creature to make a DC 20 wisdom saving throw as a reaction. On a failed save, the creature becomes frightened of the specter for one minute and must spend its actions each round running from it as far as they can. A creature that cannot run takes the dodge action instead. At the end of its turn, the creature may make a new saving throw, ending the effect on a success.
Warrior: When the elemental would be damaged by an attack, or fails a saving throw, it may use its reaction to add +6 to its armor class against the attack (potentially causing the attack to miss), or +6 to the results of the saving throw (potentially causing it to succeed instead).
Armageddon. The Rapture. The Culling. Every race and every religion has a name for The End, or at least, the method with which it will be delivered. But only one reality held the end of all ends, and is home to every apocalyptic tale. And on the void, this swirling potential is actually powerful and present enough to manifest itself in elemental form.
While apocalypse elementals aren't the absence and desolation of oblivion itself, they represent the violent, chaotic spirit that comes before that end. Merciless, unbiased and destructive, apocalypse elementals are often mistaken as evil. However, while oddly intelligent for elementals, there is no true malice behind the motivations of these doom-bringers. They kill and destroy simply because that is what they are.
While apocalypse elementals are able to communicate with each other and seem to understand all languages, they do not appear to have any discernible language of their own. This makes it almost impossible to reason with or command them, as there is no way to tell if the elemental is willing to obey until they do so of their own accord.
The thing to remember about these elementals is the rule of four. Barring incredibly rare circumstances or destruction they travel in packs of four at all times, and are almost always within the same area even if they are not all visible. As such, it is recommended that one remain wary if they encounter and destroy an apocalypse elemental by itself. Chances are, it was not alone.
The smallest form these elementals can take, an apocalypse mephit has molten cracks running through its black, smoke like body. Like all other mephits, they are vile, evil things, and they enjoy causing exquisite anguish to their prey.
Apocalypse mephit
Small elemental, neutral evil
Armor class: 14
HP: 90 (12d6+36)
Speed: 30 ft., fly 50 ft.
StrDexConIntWisCha
9 (-1)18 (+4)16 (+3)12 (+1)16 (+3)14 (+2)
Skills: Perception +6, stealth +7
Damage immunities: Fire, force, poison
Condition immunities: Poisoned
Senses: Darkvision 60 ft., passive perception 16
Languages: None
Challenge: 5 (1,800)
Death burst When the mephit is reduced to 0 hit points, its body detonates in a cloud of destructive energies. Enemies within 10 feet of the mephit must make a DC 14 dexterity saving throw. On a failed save, they are dealt 3 (1d6) fire, 3 (1d6) force and 3 (1d6) lightning damage, or half as much damage on a successful save.
Innate spellcasting The mephit can cast the following spells innately. These spells are cast using the mephit's charisma bonus (Save DC 13, attack bonus +5)
-At will: Magic missile (level 3), scorching ray (level 3)
-1/ day each: Fireball, lightning bolt
Actions
Multi-attack The mephit makes 3 attacks with its claws.
Claws: Melee weapon attack +7 attack, 5 ft. reach. On hit: The target is dealt 6 (1d4+4) slashing damage and the mephit's choice of 10 (3d6) fire, force or lightning damage.
Eradicating breath (recharge 5/6) The mephit releases a cone of breath that ravages their foes. Creatures in a 25 foot cone must make a DC 14 dexterity saving throw. On a failed saving throw, a creature is dealt 7 (2d6) fire, 7 (2d6) force and 7 (2d6) lightning damage, or half as much on a successful save.
The second form an apocalypse elemental can take, a group of four apocalyptic weird is often summoned purposefully to protect elemental confluxes or the belongings of primordial beings. However, they can also appear of their own accord, typically in areas of pure entropy or raw chaos.
While most apocalypse weirds are neutral, like most elementals, the circumstances of their summoning can influence what alignment they manifest as. If radiant or good energies had an overwhelming presence, they will be evil aligned, while conversely if necrotic and evil energies are involved, they will be good aligned instead. In a similar manner, an apocalypse weird summoned to a place of entropy will be chaotic, while in a chaotic place they will be lawful. Most researchers attribute this consistent contradiction to an apocalypse elemental's purpose of bringing about an end to something, and they will latch onto the most powerful forces to oppose. Once the area they inhabit becomes less extreme, so too will the weird.
Their body is a twisting pillar of smoke, crackling purple energy and a an almost human-like transparent head and set of limbs hovering within.
Apocalypse weird
Large elemental, neutral
Armor class: 17 (natural armor)
HP: 178 (21d10+63)
Speed: 25 ft., fly 70 ft.
StrDexConIntWisCha
19 (+4)19 (+4)16 (+3)12 (+1)16 (+3)14 (+2)
Damage resistances: Bludgeoning, piercing and slashing from non-magic weapons
Damage immunities: Fire, force, poison
Condition immunities: Exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses: Blindsight 30 ft., darkvision 60 ft., passive perception 13
Languages: None
Challenge: 13 (10,000)
Death burst When the weird is reduced to 0 hit points, it detonates in a cloud of destructive energies. Creatures within 10 feet of the weird must make a DC 16 dexterity saving throw. On a failed save, the creature is dealt 10 (3d6) fire, 10 (3d6) force and 10 (3d6) lightning damage, or half as much damage on a successful on.
Invisible in Magic While inside the area of a magical effect or spell, or adjacent to a conflux of elemental energy, the weird is invisible.
Innate spellcasting The weird may cast the following spells innately. It uses charisma as its casting ability (Save DC 15, attack bonus +7).
-At will: Phantasmal force
-3/ day: Fire ball, lightning bolt
-1/ day: Wall of fire
Actions
Multi-attack The weird makes 2 attacks with its surge, or one attack with its surge and uses its pulse.
Surge Melee weapon attack, 30 ft reach, +9 attack bonus. On hit: The target is dealt 11 (2d6+4) bludgeoning, 7 (2d6) fire, 7 (2d6) force and 7 (2d6) lightning damage. Additionally, when the attack resolves the weird is moved to the nearest adjacent space to the target.
Pulse (recharge 5/6) Tearing a momentary hole in reality, the weird unleashes a pulse of destructive energy. Creatures within 30 feet of the weird must make a DC 17 dexterity saving throw. On a failed saving throw, a creature is dealt 10 (3d6) fire, 10 (3d6) force and 10 (3d6) lightning damage, or half as much damage on a success.
The pure elemental form is by far the most powerful... And oddly looks the least like your standard elemental. They take on one of four different shapes, each of which have their own capabilities and represent a major doomsday scenario.
The first form would almost seem to be benign, harmless even, if it weren't for the lines and cracks in its desiccated, silver body that leaked endless smoke and crackling energy. This form looks to be a simple farmer, but one long dead and wasted into nothing but skin and bone. Meant to represent famine and starvation, it can drain the essence and energy from those it touches in those cold, hard hands. In battle, this elemental bears a scythe that reflects all light to touch its silver blade as a sickly, pale white and purple glow.
The second is a hooded cowl that bears a dagger from which purple and green smoke rises. Within this hood, thousands of beetles that appear to be made of smoke and flame writhe, all held together by lances of constantly crackling and shifting electricity. Representing disease and pestilence, this form is able to sicken and cripple a creature with just the lightest of touches from their toxic blade.
The third is a suit of silver plate armor, smoke billowing from the cracks in its plates and fire swirling around its gauntlets and greaves. With no eyes in the helm and a greataxe in one hand, this form is the embodiment of war, the cold, faceless horror. A testament to the destruction that can be wrought at the hands of sentient beings. Of all the apocalypse elementals, the warrior is the most built for the battlefield itself, and is the hardest aspect to kill.
The fourth and final aspect is the embodiment of all the others. Made of nothing more than smoke, with a crown of flames and crackling eyes of energy, this specter is the embodiment of death itself. On one hand its fingers are emblazoned with silver, razor-like claws that drink the blood it spills, each claw as long as a man's forearm and sharper than the tooth of any beast. Attacking this creature invites the chilling realization that even killing it will only delay the inevitability of death, and the elemental can twist this primal fear whenever a creature causes it harm, turning even the most basic and triumphant of blows into an absolute nightmare.
Apocalypse elemental
Large elemental, neutral
Armor class: 18 (natural armor)
HP: 234 (24d10+100)
Speed: 50 ft., fly 80 ft.
StrDexConIntWisCha
23 (+6)24 (+7)19 (+4)14 (+2)20 (+5)16 (+3)
Saving throws Con +13, Cha +9
Damage resistances: Bludgeoning, piercing and slashing from non-magic weapons
Damage immunities: Fire, force, poison, psychic
Condition immunities: Blinded, exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses: Truesight 30 ft., blindsight 60 ft, darkvision 120 ft., passive perception 15
Languages: None
Challenge: 17 (10,000)
Agony aura Creatures of the elemental's choice who start their turn within 30 feet of the elemental must make a DC 17 charisma saving throw. On a failed save, the creature will have disadvantage on its next attack roll or ability check.
Death burst When the elemental is reduced to 0 hit points, its body explodes in a cloud of destructive energy. Creatures within 20 feet of the elemental must make a DC 18 dexterity saving throw. On a failed save a creature is dealt 14 (4d6) fire, 14 (4d6) force and 14 (4d6) lightning damage, or half as much on a successful save.
Innate spellcasting: The elemental can cast the following spells innately. Its spellcasting stat is charisma (DC 17, +9 spell attack bonus).
-At will: Fireball (level 4), lightning bolt (level 4), vitriolic sphere
-3/ day each: Fire shield, wall of fire
-1/ day each: Disintegrate, incendiary cloud
Volatile weapons The elemental's weapons are treated as magical for overcoming damage resistance. They are destroyed when the elemental is reduced to 0 hit points.
Actions
Multi-attack The elemental makes 2 attacks with its Quelling blade and 1 attack with its touch.
Quelling blade Melee weapon attack, +13 attack, 15 ft reach. On hit: The target is dealt 20 (2d12+7) slashing and 17 (5d6) fire, force or lightning damage, the elemental's choice.
Touch Melee weapon attack, +13 attack, 10 ft reach. On hit: The target is dealt 35 (10d6) fire, lightning or force damage, the elemental's choice.
Reactions
Depending on which of the four forms the elemental takes when it is created, it may use one of the following reactions.
Desiccated farmer: Whenever the elemental damages a creature with its touch attack, it may force them to make a DC 18 constitution saving throw. On a failed save, the creature suffers one level of exhaustion.
Cowled swarm: Whenever the elemental's quelling blade damages a creature, it may use its reaction to force the target to make a DC 18 Constitution saving throw, or become infected by and suffer all the first-stage symptoms of any one disease (chosen from the spell contagion or the DMG). The disease acts as normal after this initial onset.
Specter: Whenever the elemental is dealt damage by a creature within 60 feet of it, it may force that creature to make a DC 20 wisdom saving throw as a reaction. On a failed save, the creature becomes frightened of the specter for one minute and must spend its actions each round running from it as far as they can. A creature that cannot run takes the dodge action instead. At the end of its turn, the creature may make a new saving throw, ending the effect on a success.
Warrior: When the elemental would be damaged by an attack, or fails a saving throw, it may use its reaction to add +6 to its armor class against the attack (potentially causing the attack to miss), or +6 to the results of the saving throw (potentially causing it to succeed instead).