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  1. - Top - End - #1
    Barbarian in the Playground
     
    Flumph

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    Default Elemental Beasts

    Found on the Inner Planes, the Elemental Beasts are comprised of the purest forms of that element. On the world of Athas, these beasts sometimes are summoned by Elemental Priests, or make their way to the burnt world via portals from their perspective inner plane.

    Air Elemental Beast
    Spoiler: Air Elemental Beast
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    Large Elemental, Neutral

    AC 15
    Hit dice 10d8+32
    Speed Flight 100ft

    Str Dex Con Int Wis Cha
    15 24 18 4 10 10
    +3 +7 +4 -3 0 0

    Damage resistances lightning, thunder, bludgeoning, piercing and slashing from non-magical weapons
    Damage Immunities Poison
    Condition Immunities Exhaustion, paralyzed, petrified, poisoned, unconscious
    Senses Passive Perception 15, Darkvision 60ft.
    Skills Perception +5
    Challenge 5

    Multiattack The elemental beast makes two bite attacks if the first one misses or it chooses not to seize its victim

    Bite Melee weapon attack: +6 to hit, reach 5ft,
    Hit - one target (2d8+3) Piercing Damage

    Seize on a successful attack, the elemental beast can grapple its victim. The elemental beast can carry a creature up to large size and as an action release the creature. The elemental beast will generally attempt to lift the creature to a height of 50 feet then release its victim.

    Impurity As the air elemental beast is composed of the purest air, dust and sand cause it great pain. For every round that the air elemental beast is within 10ft of a source of loose sand or dust, there is a cumulative 5% chance that it will absorb enough material to enter a berserker rage. This lasts for 1d8 rounds. In this state, it has advantage on attack rolls, but attack rolls made against it have advantage

    Spell effects The air elemental beast reacts strangely to certain spells
    Control weather 8d8 points of damage, fortitude save for half
    Gust of Wind the air elemental beast gains 2d8+8 temporary hit points, but the creature has a 50% chance of entering a berserker fury

    The Air Elemental beast is a flying predator that hunts it prey down, and its main weapons are its speed and its agility. Its form resembles a winged skull eight feet across, but this can only usually be glanced as the creature stirs up dust and sand, with only its eyes showing the beast, filled with pain. A howling sound emanates from the winds that give the elemental beast its form.
    Last edited by M Placeholder; 2015-11-10 at 05:36 PM.
    Gnome Wizard by DarkCorax

  2. - Top - End - #2
    Barbarian in the Playground
     
    Flumph

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    Default Re: Elemental Beasts

    Earth Elemental Beast
    Spoiler
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    Large Elemental, Neutral

    AC 15
    Hit dice 10d8+32
    Speed 30ft, Burrow 20ft

    Str Dex Con Int Wis Cha
    24 10 19 4 10 10
    +7 0 +4 -3 0 0

    Passive Perception 15
    Senses - Darkvision 60ft, Tremorsense 60ft
    Skills Perception +5
    Damage resistances bludgeoning, piercing and slashing from non-magical weapons
    Damage Immunities Poison
    Condition Immunities Exhaustion, paralyzed, petrified, poisoned, unconscious
    Challenge - 5

    Multiattack the earth elemental beast makes one bite attack and one tail slap

    Bite Melee weapon attack: +6 to hit, reach 5ft,
    Hit - one target (3d8+3) Piercing Damage

    Tail Slap Melee weapon attack: +7 to hit, reach 15ft,
    Hit - one target (2d6+3) Bludgeoning Damage plus creature struck must make a DC15 Strength saving throw or be stunned for 1d4 rounds.

    Burrow the earth elemental beast can pass though 20ft of stone during a round. When attacking from below ground, the elemental beast has a +10 bonus to stealth checks.

    Spell effects The air elemental beast reacts strangely to certain spells if it is contact with the ground.
    Earthquake 8d8 points of damage, fortitude save for half. The Cleric has to be touching the earth elemental beast at the time of casting
    Transmute Rock to Mud Slows down the movement of the earth elemental beast to half both above and below the ground for 2d4 rounds. The Cleric has to be touching the earth elemental beast at the time of casting.

    The earth elemental beasts are eight foot long, 1000 pounds of pure rock, minerals and earth. Possessing a savage set of teeth lined with razor sharp teeth, the earth elemental beast also has a Morningstar like tail which it can make short work of threats. As they have an ability to bypass earth defences, they are excellent siege breakers. An earth elemental beast can glide through stone, and it leaves behind no tunnel or hole.

    When an earth elemental beast is on Athas, its favoured method of attack is to burrow under its victim and erupt from under the surface and crush its victims in its jaws. The elemental beast has a taste for precious minerals and metals, and while it can gorge itself on the former on Athas at times, the metal poor nature of the lands under the Dark Sun mean that there are scant morsels in regard to metals.
    Last edited by M Placeholder; 2015-11-10 at 05:40 PM.
    Gnome Wizard by DarkCorax

  3. - Top - End - #3
    Barbarian in the Playground
     
    Flumph

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    Default Re: Elemental Beasts

    Fire Elemental Beast

    Coming Soon.....
    Gnome Wizard by DarkCorax

  4. - Top - End - #4
    Barbarian in the Playground
     
    Flumph

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    Default Re: Elemental Beasts

    Water Elemental Beast

    Coming Soon......
    Gnome Wizard by DarkCorax

  5. - Top - End - #5
    Barbarian in the Playground
     
    Flumph

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    Default Re: Elemental Beasts

    So, this is a conversion from 3.5 to 5th for the Elemental Beasts. Why? Because your players deserve to fight a flying skull made out of pure air, a cat made out of flames, a huge lizard like thing made out of the Earth and a bunch of killer flying fish.

    I used the Terrors of Athas sourcebook as the source, and will have the other elemental beasts up tomorrow. They were orginally from the Dark Sun setting, but there is no reason they cannot be used in any other setting that has the Inner Planes.
    Gnome Wizard by DarkCorax

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    Pixie in the Playground
     
    Misty's Avatar

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    Default Re: Elemental Beasts

    gonna give this a try. can't wait for the others!

  7. - Top - End - #7
    Barbarian in the Playground
     
    Flumph

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    Default Re: Elemental Beasts

    Posted the Earth Elemental Beast. The Transmute spell that takes a huge chunk out of the elemental beasts speed is in the Elemental Evil splatbook. It was also vulnerable to Move Earth in 3.5, but that spell has not been converted as of this post.
    Gnome Wizard by DarkCorax

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    Dwarf in the Playground
     
    MindFlayer

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    Default Re: Elemental Beasts

    They seem cool, but a bit weak for a CR of 5. 77 HP isn't loads without damage resistances, and 12-17 damage per round isn't too much to worry about for most parties.

    Also, a +12 attack bonus is insanely huge for 5th edition. With bounded accuracy most things (including characters) will only have an AC of 12-18, so you don't need to have giant attack bonuses. It also makes their offensive challenge ratings wildly different from what they should be.

    Take the Air Elemental Beast, for example. According to page 274 of the 5e DMG, a monster with a damage per round of 12 should have a CR around 1, but a monster with a attack bonus of +12, should have a CR of around 24!

    I think a more realistic CR for these monsters would be around 2, and with an attack bonus that should be +6 at most.
    Writer and DM for The Mine Children, an actual play podcast set in the dark world of Demipia. Listen to us here: https://demipia.podbean.com/

    Spoiler
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    Trapped forever in within a plane of forest and mist, the evil fey king Parsa rests to contemplate his fate. The portal to that domain is forever closed. Almost all those who knew of that plane are dead. Only five remain. Four are sworn to secrecy, and one is trapped in a mirror...

  9. - Top - End - #9
    Barbarian in the Playground
     
    Flumph

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    Default Re: Elemental Beasts

    Quote Originally Posted by Regwon View Post
    They seem cool, but a bit weak for a CR of 5. 77 HP isn't loads without damage resistances, and 12-17 damage per round isn't too much to worry about for most parties.

    Also, a +12 attack bonus is insanely huge for 5th edition. With bounded accuracy most things (including characters) will only have an AC of 12-18, so you don't need to have giant attack bonuses. It also makes their offensive challenge ratings wildly different from what they should be.

    Take the Air Elemental Beast, for example. According to page 274 of the 5e DMG, a monster with a damage per round of 12 should have a CR around 1, but a monster with a attack bonus of +12, should have a CR of around 24!

    I think a more realistic CR for these monsters would be around 2, and with an attack bonus that should be +6 at most.
    Took notice, and I forgot the resistances. I put those in and toned down the attack bonus to +6 and +7 for the attacks for the Air and Earth Elemental Beasts.

    Ill have the Fire Elemental Beast up tomorrow, and the Water one....well, that is possibly one of the weirdest creatures in D&D, considering that its a shoal of elementals made from the purest water.........in a setting where the oceans have literally turned to dust

    Ill have that one up at some point if I can get my head round it.
    Gnome Wizard by DarkCorax

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