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dman11235
2008-03-10, 06:05 PM
The poison elemental is the result of an insane wizards attempts at creating three new elementals from a combination of air, fire, and earth. His results were not fantastic, as two of the elementals never came into being, and the poison elemental escaped back to the plane of air. A combination of air and a small amount of burnt minerals, the poison elemental eventually became a more numerous species.

Before you floats a translucent cloud of pale green smoke. It almost looks like it has a face.

Poison elemental:

Small:
type: small elemental (air)
HD: 2d8+2 (11 HP)
Initiative: +5
Speed: 50 ft fly (good)
Armor class: 15 (+1 size, +1 dex, +3 natural), touch: 12, flat footed: 14
BAB/grapple: +1/-3
Attack: slam +3 melee (1d4 plus poison)
Full Attack: slam +3 melee (1d4 plus poison)
Special Attacks: Poison, Air Mastery, Virulence
Special Qualities: darkvision 60, elemental traits, Toxin Saturation.
Saves: fort+1, ref+4, will+0
Abilities: Str: 10, Dex: 13, Con: 12, Int: 4, Wis: 11, Cha: 11
Skills: listen+2, spot+3
Feats: Flyby Attack, Improved Initiative (b), Weapon finesse (b)
Environment: Elemental Plane of Air
Organization: solitary
CR: 1
Treasure: none
Alignment: neutral
Advancement: 3 HD (small)
Level Adjustment: -

Poison (ex): elemental poison (injury) DC 12 damage 1d3/1d3 strength. DC is con based.

Virulence (su): A poison elemental's toxin is so strong with magic that it even affects those normally immune to the poison. The poison still deal half ability damage against those who have poison immunity. Those who are extra resistant to poison (like dwarves) do not gain their bonus to the fort save.

Toxin Saturation (ex): A poison elemental is a conglomeration of any and all poisons known, and as such is immune to all poisons, even those that would affect things immune like other poison elementals and a Molydeus's snake bite.

Air Mastery (ex): Airborne creatures take a -1 penalty on attack and damage rolls against a poison elemental.

Medium:
type: medium elemental (air)
HD: 4d8+12 (30 HP)
Initiative: +7
Speed: 50 ft fly (good)
Armor class: 16 (+3 dex, +3 natural), touch: 13, flat footed: 13
BAB/grapple: +3/4
Attack: slam +6 melee (1d6+1 plus poison)
Full Attack: slam +6 melee (1d6+1 plus poison)
Special Attacks: Poison, Air Mastery, Virulence
Special Qualities: darkvision 60, elemental traits, Toxin Saturation
Saves: fort+4, ref+7, will+1
Abilities: Str: 12, Dex: 17, Con: 16, Int: 4, Wis: 11, Cha: 11
Skills: listen+3, spot+4
Feats: Dodge, Flyby Attack, Improved Initiative (b), Weapon finesse (b)
Environment: Elemental Plane of Air
Organization: solitary
CR: 3
Treasure: none
Alignment: neutral
Advancement: 5-7 HD (medium)
Level Adjustment: -

Poison (ex): elemental poison (injury) DC 15 damage 1d4/1d4 strength. DC is con based.

Virulence (su): A poison elemental's toxin is so strong with magic that it even affects those normally immune to the poison. The poison still deal half ability damage against those who have poison immunity. Those who are extra resistant to poison (like dwarves) do not gain their bonus to the fort save.

Toxin Saturation (ex): A poison elemental is a conglomeration of any and all poisons known, and as such is immune to all poisons, even those that would affect things immune like other poison elementals and a Molydeus's snake bite.

Air Mastery (ex): Airborne creatures take a -1 penalty on attack and damage rolls against a poison elemental.

Large:
type: large elemental (air)
HD: 8d8+32 (68 HP)
Initiative: +9
Speed: 50 ft fly (good)
Armor class: 18 (-1 size, +5 dex, +4 natural), touch: 14, flat footed: 13
BAB/grapple: +6/12
Attack: slam +10 melee (2d6+2 plus poison)
Full Attack: 2 slams +10 melee (2d6+2 plus poison)
Special Attacks: Poison, Air Mastery, Virulence
Special Qualities: darkvision 60, elemental traits, Toxin Saturation
Saves: fort+6, ref+11, will+2
Abilities: Str: 14, Dex: 21, Con: 18, Int: 6, Wis: 11, Cha: 11
Skills: listen+5, spot+6
Feats: Combat Reflexes, Dodge, Flyby Attack, Improved Initiative (b), Weapon finesse (b)
Environment: Elemental Plane of Air
Organization: solitary
CR: 5
Treasure: none
Alignment: neutral
Advancement: 9-15 HD (large)
Level Adjustment: -

Poison (ex): elemental poison (injury) DC 18 damage 1d6/1d6 strength. DC is con based.

Virulence (su): A poison elemental's toxin is so strong with magic that it even affects those normally immune to the poison. The poison still deal half ability damage against those who have poison immunity. Those who are extra resistant to poison (like dwarves) do not gain their bonus to the fort save.

Toxin Saturation (ex): A poison elemental is a conglomeration of any and all poisons known, and as such is immune to all poisons, even those that would affect things immune like other poison elementals and a Molydeus's snake bite.

Air Mastery (ex): Airborne creatures take a -1 penalty on attack and damage rolls against a poison elemental.

Huge:
type: huge elemental (air)
HD: 16d8+80 (152 HP)
Initiative: +11
Speed: 50 ft fly (good)
Armor class: 19 (-2 size, +7 dex, +4 natural), touch: 15, flat footed: 12
BAB/grapple: +12/24
Attack: slam +18 melee (2d8+4 plus poison)
Full Attack: 2 slams +18 melee (2d8+4 plus poison)
Special Attacks: Poison, Air Mastery, Virulence
Special Qualities: darkvision 60, elemental traits, Toxin Saturation
Saves: fort+10, ref+17, will+5
Abilities: Str: 18, Dex: 25, Con: 20, Int: 6, Wis: 11, Cha: 11
Skills: listen+9, spot+10
Feats: Combat Reflexes, Dodge, Flyby Attack, Improved Initiative (b), Mobility, Spring Attack, Weapon finesse (b), Weapon Focus (slam)
Environment: Elemental Plane of Air
Organization: solitary
CR: 9
Treasure: none
Alignment: neutral
Advancement: 17-20 HD (huge)
Level Adjustment: -

Poison (ex): elemental poison (injury) DC 23 damage 1d8/1d8 strength. DC is con based.

Virulence (su): A poison elemental's toxin is so strong with magic that it even affects those normally immune to the poison. The poison still deal half ability damage against those who have poison immunity. Those who are extra resistant to poison (like dwarves) do not gain their bonus to the fort save.

Toxin Saturation (ex): A poison elemental is a conglomeration of any and all poisons known, and as such is immune to all poisons, even those that would affect things immune like other poison elementals and a Molydeus's snake bite.

Air Mastery (ex): Airborne creatures take a -1 penalty on attack and damage rolls against a poison elemental.

Greater:
type: huge elemental (air)
HD: 21d8+105 (199 HP)
Initiative: +12
Speed: 50 ft fly (perfect)
Armor class: 24 (-2 size, +8 dex, +8 natural), touch: 16, flat footed: 16
BAB/grapple: +15/28
Attack: slam +22 melee (2d8+5 plus poison)
Full Attack: 2 slams +22 melee (2d8+5 plus poison)
Special Attacks: Poison, Air Mastery, Virulence
Special Qualities: darkvision 60, elemental traits, Toxin Saturation
Saves: fort+12, ref+20, will+7
Abilities: Str: 20, Dex: 27, Con: 20, Int: 8, Wis: 11, Cha: 11
Skills: listen+12, spot+12
Feats: Ability Focus (poison), Combat Reflexes, Dodge, Flyby Attack, Improved Flight, Improved Flyby Attack, Improved Initiative (b), Mobility, Weapon finesse (b), Weapon Focus (slam)
Environment: Elemental Plane of Air
Organization: solitary
CR: 11
Treasure: none
Alignment: neutral
Advancement: 22-23 HD (huge)
Level Adjustment: -

Poison (ex): elemental poison (injury) DC 27 damage 2d6/2d6 strength. DC is con based.

Virulence (su): A poison elemental's toxin is so strong with magic that it even affects those normally immune to the poison. The poison still deal half ability damage against those who have poison immunity. Those who are extra resistant to poison (like dwarves) do not gain their bonus to the fort save.

Toxin Saturation (ex): A poison elemental is a conglomeration of any and all poisons known, and as such is immune to all poisons, even those that would affect things immune like other poison elementals and a Molydeus's snake bite.

Air Mastery (ex): Airborne creatures take a -1 penalty on attack and damage rolls against a poison elemental.

Elder:
type: huge elemental (air)
HD: 24d8+120 (228 HP)
Initiative: +13
Speed: 50 ft fly (perfect)
Armor class: 25 (-2 size, +9 dex, +8 natural), touch: 17, flat footed: 16
BAB/grapple: +18/32
Attack: slam +26 melee (2d8+6 plus poison)
Full Attack: 2 slams +26 melee (2d8+6 plus poison)
Special Attacks: Poison, Air Mastery, Virulence
Special Qualities: darkvision 60, elemental traits, Toxin Saturation
Saves: fort+15, ref+23, will+8
Abilities: Str: 22, Dex: 29, Con: 20, Int: 10, Wis: 11, Cha: 11
Skills: listen+27, spot+27
Feats: Ability Focus (poison), Combat Reflexes, Dodge, Flyby Attack, Improved Flight, Improved Flyby Attack, Improved Initiative (b), Spring Attack, Weapon finesse (b), Weapon Focus (slam)
Environment: Elemental Plane of Air
Organization: solitary
CR: 13
Treasure: none
Alignment: neutral
Advancement: 25-48 HD (huge)
Level Adjustment: -

Poison (ex): elemental poison (injury) DC 29 damage 2d8/2d8 strength. DC is con based.

Virulence (su): A poison elemental's toxin is so strong with magic that it even affects those normally immune to the poison. The poison still deal half ability damage (round down, minimum 1) against those who have poison immunity. Those who are extra resistant to poison (like dwarves) do not gain their bonus to the fort save.

Toxin Saturation (ex): A poison elemental is a conglomeration of any and all poisons known, and as such is immune to all poisons, even those that would affect things immune like other poison elementals and a Molydeus's snake bite.

Air Mastery (ex): Airborne creatures take a -1 penalty on attack and damage rolls against a poison elemental.

SilentNight
2008-03-10, 06:12 PM
Looks good. My only suggestion is to change the poison to CON damage and possibly up the dosage. Maybe by increasing the die or giving it some of those nice poison specialist feats.

dman11235
2008-03-10, 06:20 PM
The thing is I didn't want to have con damage at really low levels. It's too mean down there. But you do have a point about the poison feats. The damage needs to be higher at higher levels.

SilentNight
2008-03-10, 06:30 PM
You're right about the scaling. One CON damage isn't that big, a small one would need to hit a first level fighter probably about 20 times( to accomadate succesful saves) in order to kill him.

dman11235
2008-03-10, 07:59 PM
There aren't that many very useful poison feats. I may give them an ability to still deal poison damage to those immune though. Not full, of course.

Gwyn chan 'r Gwyll
2008-03-10, 08:11 PM
I say it should deal significant poison damage. After all, it is a living embodiment of poison.

dman11235
2008-03-10, 08:26 PM
The problem with that is that they get (at higher levels) two attacks/round, each one dealing poison: the elder hitting twice is 9 strength damage. That's a lot, and after two rounds, you're down 18, and the average fighter at that level only has strength in the mid 20s. Possibly as high as 28 if you have a racial bonus.

I based the poison dice on the weapon damage chart. Dealing a minimum of 1 on the small, up to a d8 for the elder. I originally had it at 1d2 for the small and 2d6 for the elder, but thought that was too much. At level 1, any poison is deadly, rather, any ability damage is deadly. That's why I felt it should be that low.

Rather than upping the damage, I think it should get an ability to deal some damage to things immune to poison. Really, that's the tough one. Heroes' Feast is a 6th level spell. What do you think of that instead?

Maybe I will up the damage anyway. But I am trying to keep these in line with the air, fire, earth, and water elementals. Closest to air.

DracoDei
2008-03-10, 09:53 PM
Collossal Monsterous Spider is doing 2d8/2d8 STR damage with DC 28 and is only listed as CR 11. Thus their is nothing out of line with the current damages. You might consider making the secondary damage DRAIN instead or 1 point of both the primary and secondary as a third possibility to increasing the die or making it by-pass poison immunity.

dman11235
2008-03-10, 10:06 PM
I upped the damage.

dman11235
2008-03-11, 02:11 PM
Okay, I need to change a couple feats around (spring attack is useless to them), so does anyone know of anything like Improved Natural Attack for poison damage? I couldn't find one. I may just have to make a new feat for them.

Bhu
2008-03-12, 01:36 AM
Dman!! Nice to see you made it!

DracoDei
2008-03-12, 02:17 AM
Personally I wouldn't negate specific bonuses... just seems unnecessary.

Baron Corm
2008-03-12, 05:32 AM
If it's a mixture of all poisons, shouldn't it roll on a table to see which poison it deals? I don't think that any poisons except Strength damage poisons are represented by this supposedly elemental poison.

As for potent poison; how again does being potent allow a poison to affect a construct? Along the same lines, why does being elemental allow you to bypass immunities? Should a fire elemental be allowed to set fire on fire?

I'm not sure about the toxic saturation ability, mainly because "immune to this even if it says it bypasses immunities to this" is just asking for "bypasses the immunity to this even if it says it bypasses the immunity to this". In other words, who can get to Super Saiyan Seven the fastest.

If the poison elemental is a cloud of poison gas, as it says in the description, shouldn't it be inhaled instead of injury?

Sorry if this is too much criticism, but it's 6:30 AM and I have nothing better to do.

dman11235
2008-03-12, 03:10 PM
I will be changing the name of potent poison. It was just a filler name until I can figure something else out.

Basically, it's using the magical energies inherent to the elementals to cause harm to anything with a strength score.

Also, it being all poisons: I had it at only strength damage, because I couldn't bring myself to do a combo damage deal. Tried it, didn't go over too well. Figured that strength is the most common one, and it being a sort of blend of all poisons would sap your strength rather than con or dex, or any mental. Kind of a blue+a very small amount of red, yellow, green, brown, and white still gets you blue. A darker, muckier blue, but still blue.

It's a conglomeration of all known poisons, therefore no poison affects it: the poison is already there. I'll see if I can reword it to make that clearer.

It's like an air elemental. It's a cloud! But solid! With no miss chance!

And no worries on the criticism. I do it all the time. Sometimes being "mean" is the best way to get the point across. And trust me, I can be a lot worse than you were.

dman11235
2008-03-12, 05:23 PM
Personally I wouldn't negate specific bonuses... just seems unnecessary.

What are you referring to?

Also: hey Bhu!

dman11235
2008-03-14, 06:22 PM
I'm thinking that I will add a feat here that lets them choose the ability that their poison targets. Only the elder would get it though (it needs to get rid of Spring Attack).

Versatile Poison
You are able to control the type of poison your body produces very well.
Prerequisites: Ability Focus (poison), base fort save +4, poison special attack, cannot be an animal, plant, humanoid, monstrous humanoid, or vermin.
Benefit: once per round as a free action you may choose the ability that your poison damages. If your poison normally deals con damage and you choose a different ability, the dice size for the damage goes up a step. If you normally deal str or dex damage and choose con, the dice size drops by one. You may not choose to affect mental stats with this feat.

Improved Versatile Poison
You have grown so adept at controlling what your poison does that you may now affect the mental processes of your target.
Prerequisites: Ability Focus (poison), Versatile Poison, base fort save +8, poison special attack, cannot be an animal, plant, humanoid, monstrous humanoid, or vermin.
Benefit: you may now choose to affect mental stats when you choose the ability damaged by your poison. If you choose to affect a mental stat, the poison deals one dice size less damage.

I'm thinking of getting rid of another feat.