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Professor Chimp
2016-09-22, 06:34 AM
Ok, so I'm looking for monsters that have an electricity or acid theme, or that would fit well in environments with those themes.

I guess I should give some context. I'm running a campaign and my players are currently exploring a set of three expansive dungeons inside humongous pyramids that each have two main sections, which in turn have a theme. They've nearly finished the fire/ice themed dungeon and are planning on doing the electricity/acid one next. Thing is, I'm having trouble finding monsters to provide varied enough encounters.

What I got so far:
Electricity: Shocker Lizard, Storm Elemental, Lightning Elemental (converted from Pathfinder), Thunder Mephit, Bluespawn of TiamatAcid: Ooze Paraelemental, Ooze Drake, Ooze Mephit, Digester, Greenspawn of Tiamat

Max CR of 14-15. Any monster type except Undead and True Dragons. Any 3.0/3.5/pathfinder sourcebook.

Any help you fine people can offer would be mightily appreciated.

Efrate
2016-09-22, 07:19 AM
Most oozes fit in an acid theme. Realms help has an acid born creature template.

http://realmshelps.net/monsters/templates/acidborn.shtml

Omnielementals from MM3 qualify I guess. They're cr 15. Dragon 347 has the ooze monilith. I think most oberiths (proto demons) have something acidic about them. So do yugolths if memory serves, maybe Katori from the FF?

Angels are immune to acid, and archon are immune to electricity. Bronze serpents are constructs with an electric attack in MM2. Clay golems heal on acid attacks, flesh golems on electric.

Eldariel
2016-09-22, 08:17 AM
Well, Storm Elementals [MM3] work fine for electricity. Dragonflesh Golem [MM2] heals off Electricity so that could be cool - Flesh Golems have the same ability. Shredstorm [MM3] is a heavily electricity-based swarm. Mechanatrixes [Fiend Folio] have shocking grasp and electricity healing (and they naturally advance by class levels with all the possibilities that brings - e.g. Stormsinger PRC [Frostburn] or Blue Dragonfire Inspiration Bard or such fit the theme rather well). Lesser Varrangoins [FF] have an electricity breath weapon. Kuo-Toa [Underdark] of course have the ability to both, produce lightning effects and resist them. Then the various half-dragon and such templates can be used to this end, as well as themed spellcasters.

nyjastul69
2016-09-22, 08:36 AM
There is an acidborn shark in Dungeonscape.

Buddy76
2016-09-22, 09:21 AM
Zeugalaks from Lords of Madness have lots of electricity based abilities, including a teleport triggered by electrical attacks

Professor Chimp
2016-09-22, 12:51 PM
Thanks lads, I'm liking a lot of these suggestions.

Dragon 347 has the ooze monilith.The Monoliths are a little too powerful. That Ooze Element Creature template a few pages further is looking mighty interesting though.

Zeugalaks from Lords of Madness have lots of electricity based abilities, including a teleport triggered by electrical attacksOooh, that meshes really well with the puzzles and traps I designed, which often involve electrifying things and/or teleportation. Definitely using one of these. Already came up with a devious way.

Buddy76
2016-09-22, 02:27 PM
Glad I could help :smallsmile:. I always thought you could pull off elaborate tactical scenarios with them, but I´ve never tried it myself.

Name1
2016-09-22, 02:53 PM
Oh boy... if you are backporting monsters, how about this Pathfinder-Critter?

Are you ready?

An Advanced Eye King Tyrannosaurus! :D

...What? Where are you going? No, come back! This is legit!

Anyway, it's a CR 14 creature that has 18 eye rays and a central magical eye. Now we want to make this Acid/Electricity themed, and we can do that by just choosing spells that work:

Eye Rays:
1. Shocking Grasp (Level 1) (http://www.d20pfsrd.com/magic/all-spells/s/shocking-grasp)
2. Acid Arrow (Level 2) (http://www.d20pfsrd.com/magic/all-spells/a/acid-arrow)
3. Lightning Bolt (Level 3) (http://www.d20pfsrd.com/magic/all-spells/l/lightning-bolt)
4. Mark of the Reptile God (Level 4) (http://www.d20pfsrd.com/magic/all-spells/m/mark-of-the-reptile-god)
5. Acidic Spray (Level 5) (http://www.d20pfsrd.com/magic/all-spells/a/acidic-spray)
6. Elemental Assessor (Level 6) (http://www.d20pfsrd.com/magic/all-spells/e/elemental-assessor) This deals all types of damage, including Fire and Ice, where they just were...
7. Limited Wish (Level 7) (http://www.d20pfsrd.com/magic/all-spells/l/limited-wish) Just have this ray copy an electricity or acid attack.
8. Stormbolts (Level 8) (http://www.d20pfsrd.com/magic/all-spells/s/stormbolts) Remember that these spells work like rays, regardless of the original spell effect.

Now that we have effects of all levels sans 0 and 9, we can freely choose whatever spell of level 1 or higher we want for the rays without restriction.

9. Wish (http://www.d20pfsrd.com/magic/all-spells/w/wish) See Limited Wish.
10. Miracle (http://www.d20pfsrd.com/magic/all-spells/m/miracle) See Limited Wish.
11. Transmute Blood to Acid (http://www.d20pfsrd.com/magic/all-spells/t/transmute-blood-to-acid) I think it'll still make the target take the initial damage, concentration or not.
12. Ride the Lightning (http://www.d20pfsrd.com/magic/all-spells/r/ride-the-lightning) Buff allies up
13. Subjective Reality (http://www.d20pfsrd.com/magic/all-spells/s/subjective-reality) Ray implies it can be used on others instead, which gives you misschance of 50%, but makes them unable to affect you directly.


For the other 5 rays and the Central Eye... well, I'm sure we'll find something...

ShurikVch
2016-09-22, 02:58 PM
Electricity-themed:
Behir (http://www.d20srd.org/srd/monsters/behir.htm)
Elemental Steward, Tempestan (Complete Psionic)
Flesh Golem (http://www.d20srd.org/srd/monsters/golem.htm#fleshGolem)
Gold Clockwork Horror (Monster Manual II)
Platinum Clockwork Horror (Monster Manual II)
Shambling Mound (http://www.d20srd.org/srd/monsters/shamblingMound.htm)
Storm Giant (http://www.d20srd.org/srd/monsters/giant.htm#stormGiant)
Storm Rider (http://archive.wizards.com/default.asp?x=dnd/fey/20040110a)
Storm Wurm (Dragon #296)
Stormcloud of Thoon (Monster Manual V)
Stormstalk (Magic of Eberron)
Thunder (Dragon #317)
Thunder Beast (Shackled City Adventure Path)
Thunder Lizard (Dangerous Denizens: The Monsters of Tellene)
Thunder Wolf (Dragon #293)
Thunderbird (Sandstorm)
Thunderspiker (http://archive.wizards.com/default.asp?x=dnd/fw/20050211a)
Troll, Storm (Dangerous Denizens: The Monsters of Tellene)

Acid-themed:
Acid Beast (Diablo II: Diablerie)
Acid Beast, Pit Beast (Diablo II: Diablerie)
Alchemical Golem (Monster Manual III)
Clay Golem (http://www.d20srd.org/srd/monsters/golem.htm#clayGolem)
Elemental Spawn, Acid Spawn (Dangerous Denizens: The Monsters of Tellene)
Greenvise (Monster Manual II)

Also, you may include acidic and electric results of Animate Breath spell

Finally, how about the Living Spell template (Monster Manual III)?

Psyren
2016-09-22, 03:05 PM
Ankhegs would also fall in the Acid category

ExLibrisMortis
2016-09-22, 03:55 PM
Not monsters per sé, but incarnates can get some acid- and lightning-themed abilities. Dropping three levels of incarnate onto a 9-14 HD monster gets you an essentia capacity of 4, for 5d6 acid or electricity as a standard action, with Dissolving Spittle or Lightning Gauntlets, respectively (you need 1 extra point of essentia, as incarnate 3 provides only 3). That's not too impressive, but add a chakra bind, and the spittle deals damage again next turn, and the gauntlets function as bonus on any melee attack. At-will 5d6 bonus electricity damage or at-will 5d6+5d6 acid ranged touch attack can make almost any monster acid/lightning-themed.

You can further up the damage with Expanded Soulmeld Capacity and an incarnum focus, which would increase the damage by 1d6 each, and by having 17+ HD, adding another 1d6 (for all of these, you need more essentia, as well). 16d6 acid damage over two turns is a decent way to snipe targets, especially if you rule that you add precision damage to the second roll. The RAW is a bit unclear*, but 4d6 SA (Assassin's Stance + rogue 1/assassin 1) on top of 6d6 acid damage (incarnate 3, Bonus Essentia, 17 HD) gives you 20d6 acid damage in a standard action (over two turns), which is pretty fun if you're greater invisible. More focused, you could get up to 6d6 SA and 8d6 base quite easily, with rogue 9/assassin 1/swordsage 1/incarnate 6 for example.

The nice thing about incarnum is that you can scale the damage quite easily. For example, by switching essentia between defensive effects and DS/LG, you can change how quickly the fight progresses.

Also look at combining Lightning Gauntlets with the mechanatrix. They're electricity healers, and with their low RHD, it's possible to build a nice incarnum-heavy character with them.


*In a great bit of editing, Dissolving Spittle says: "[...] the target takes normal damage in the round you spit acid. You also roll again for damage 1 round later". This sort of implies the second hit is 'normal damage' as well, which includes Sneak Attack, PBS damage, and so on.

ShurikVch
2016-09-22, 04:42 PM
In this archive (archive.wizards.com/dnd/files/FC1_1_fdh01.zip) we can see CR 8 version of Aspect of Juiblex