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  1. - Top - End - #151
    Ogre in the Playground
     
    Devil

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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    I don't know wether it could help you, but I did some stuff with mephits a while ago.

  2. - Top - End - #152
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Smoke Paraelemental

    Spoiler: Small
    Show
    Smoke Paraelemental, Small
    Small Elemental (Air, Extraplanar, Fire)
    HD 2d8 (9 hp)
    Speed Fly 90 ft. (good)
    Init: +7
    AC 17; touch 14; flat-footed 14 (+3 natural, +3 Dex, +1 size)
    BAB +1; Grp -3
    Attack Claws +5 melee (1d3)
    Full Attack Claws +5 melee (1d3)
    Space 5 ft. Reach 5 ft.
    Special Attacks Smoke claws (DC 11)
    Special Qualities Darkvision 60 ft., elemental traits, immunity to fire, resistance to acid 5, smoke affinity, vulnerability to cold
    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, Tumble +11*
    Feats DodgeB, Improved Initiative, Weapon FinesseB
    Environment Paraelemental Plane of Smoke
    Organization Solitary
    Challenge Rating 1
    Treasure None
    Alignment Usually neutral
    Advancement 3 HD (Small)

    Spoiler: Medium
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    Smoke Paraelemental, Medium
    Medium Elemental (Air, Extraplanar, Fire)
    HD 4d8+8 (26 hp)
    Speed Fly 90 ft. (good)
    Init: +9
    AC 18; touch 15; flat-footed 13 (+5 Dex, +3 natural)
    BAB +3; Grp +4
    Attack Claws +8 melee (1d4+1)
    Full Attack Claws +8 melee (1d4+1)
    Space 5 ft. Reach 5 ft.
    Special Attacks Smoke claws (DC 14)
    Special Qualities Darkvision 60 ft., elemental traits, immunity to fire, resistance to acid 10, smoke affinity, vulnerability to cold
    Saves Fort +3 Ref +9 Will +1
    Abilities Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11
    Skills Listen +3, Spot +4, Tumble +13*
    Feats DodgeB, Flyby Attack, Improved Initiative, Weapon FinesseB
    Environment Paraelemental Plane of Smoke
    Organization Solitary
    Challenge Rating 3
    Treasure None
    Alignment Usually neutral
    Advancement 5-7 HD (Medium)

    Spoiler: Large
    Show
    Smoke Paraelemental, Large
    Large Elemental (Air, Extraplanar, Fire)
    HD 8d8+24 (60 hp)
    Speed Fly 90 ft. (good)
    Init: +11
    AC 20; touch 16; flat-footed 13 (+7 Dex, +4 natural, -1 size)
    BAB +6; Grp +12
    Attack Claws +12 melee (1d6+2)
    Full Attack 2 claws +12 melee (1d6+2)
    Space 10 ft. Reach 10 ft.
    Special Attacks Smoke claws (DC 17)
    Special Qualities Darkvision 60 ft., DR 5/-, elemental traits, immunity to fire, resistance to acid 15, smoke affinity, vulnerability to cold
    Saves Fort +5 Ref +13 Will +2
    Abilities Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11
    Skills Listen +5, Spot +6, Tumble +13*
    Feats Blind-Fight, DodgeB, Flyby Attack, Improved Initiative, Weapon FinesseB
    Environment Paraelemental Plane of Smoke
    Organization Solitary
    Challenge Rating 5
    Treasure None
    Alignment Usually neutral
    Advancement 9-15 HD (Large)

    Spoiler: Huge
    Show
    Smoke Paraelemental, Huge
    Huge Elemental (Air, Extraplanar, Fire)
    HD 16d8+64 (136 hp)
    Speed Fly 90 ft. (perfect)
    Init: +13
    AC 21; touch 17; flat-footed 12 (+9 Dex, +4 natural, -2 size)
    BAB +12; Grp +24
    Attack Claws +19 melee (2d6+4)
    Full Attack 2 claws +19 melee (2d6+4)
    Space 15 ft. Reach 15 ft.
    Special Attacks Smoke claws (DC 22)
    Special Qualities Darkvision 60 ft., DR 5/-, elemental traits, immunity to acid and fire, smoke affinity, vulnerability to cold
    Saves Fort +9 Ref +19 Will +5
    Abilities Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11
    Skills Listen +9, Spot +10, Tumble +17*
    Feats Blind-Fight, DodgeB, Flyby Attack, Hover (DC 18), Improved FlightCAdv, Improved Initiative, Improved Natural Attack (claws), Weapon FinesseB
    Environment Paraelemental Plane of Smoke
    Organization Solitary
    Challenge Rating 7
    Treasure None
    Alignment Usually neutral
    Advancement 17-20 HD (Huge)

    Spoiler: Greater
    Show
    Smoke Paraelemental, Greater
    Huge Elemental (Air, Extraplanar, Fire)
    HD 21d8+84 (178 hp)
    Speed Fly 90 ft. (perfect)
    Init: +14
    AC 26; touch 18; flat-footed 16 (+10 Dex, +8 natural, -2 size)
    BAB +15; Grp +28
    Attack Claws +23 melee (2d6+5)
    Full Attack 2 claws +23 melee (2d6+5)
    Space 15 ft. Reach 15 ft.
    Special Attacks Smoke claws (DC 26)
    Special Qualities Darkvision 60 ft., DR 10/-, elemental traits, immunity to acid and fire, smoke affinity, vulnerability to cold
    Saves Fort +11 Ref +22 Will +7
    Abilities Str 20, Dex 31, Con 18, Int 8, Wis 11, Cha 11
    Skills Listen +12, Spot +12, Tumble +18*
    Feats Ability Focus (smoke claws), Blind-Fight, DodgeB, Flyby Attack, Hover, Improved FlightCAdv, Improved Initiative, Improved Natural Attack (claws), Power Attack, Weapon FinesseB
    Environment Paraelemental Plane of Smoke
    Organization Solitary
    Challenge Rating 9
    Treasure None
    Alignment Usually neutral
    Advancement 22-23 HD (Huge)

    Spoiler: Elder
    Show
    Smoke Paraelemental, Elder
    Huge Elemental (Air, Extraplanar, Fire)
    HD 24d8+96 (204 hp)
    Speed Fly 90 ft. (perfect)
    Init: +15
    AC 27; touch 19; flat-footed 16 (+11 Dex, +8 natural, -2 size)
    BAB +18; Grp +32
    Attack Claws +27 melee (2d6+6)
    Full Attack 2 claws +27 melee (2d6+6)
    Space 15 ft. Reach 15 ft.
    Special Attacks Smoke claws (DC 28)
    Special Qualities Darkvision 60 ft., DR 10/-, elemental traits, immunity to acid and fire, resistance to cold 10, smoke affinity, vulnerability to cold
    Saves Fort +12 Ref +25 Will +8
    Abilities Str 22, Dex 33, Con 18, Int 10, Wis 11, Cha 11
    Skills Listen +27, Spot +27, Tumble +19*
    Feats Ability Focus (smoke claws), Blind-Fight, DodgeB, Energy Resistance (cold)E, Flyby Attack, Hover, Improved FlightCAdv, Improved Initiative, Improved Natural Attack (claws), Power Attack, Weapon FinesseB
    Environment Paraelemental Plane of Smoke
    Organization Solitary
    Challenge Rating 11
    Treasure None
    Alignment Usually neutral
    Advancement 25-48 HD (Huge)


    Roiling clouds of thick smoke that form together into an extremely loose mass, smoke paraelementals are testy, contentious, and territorial. Wisps of curling smoke flicker into form as claws before vanishing anew. The appearance of a smoke paraelemental may be fairly dark, grey, ashen, or even white, but always comes across as opaque clouds with the scent of burning and a scattering of particles on the wind that sting the eyes. Two burning-hot pinpricks glare out of the swirling smoke. Smoke paraelementals delight in taking clean air and filling it with more smoke, and on their home plane they can be found congregating around pockets of elemental Air for just such a purpose; when summoned, they fight with a similar method, rushing about the battlefield attempting to fill the lungs of living creatures with smoke that can solidify to rip them apart from the inside. While not necessarily malicious, smoke paraelementals take a dim view of creatures that need to breathe.

    Gaseous (Ex) Smoke paraelementals can move through even the tiniest cracks or holes at half speed. They cannot meaningfully be constrained by anything short of an airtight seal or wall of force. This renders effects such as entangle or web, substances such as a tanglefoot bag, or restraints such as ropes or nets, all futile. Attempts to secure a hold against a smoke paraelemental during a grapple suffer a -8 penalty, though no penalty is assessed against a creature defending from a smoke paraelemental's hold check during a grapple attempt.

    Smoke Affinity (Ex) A smoke paraelemental is treated as being two sizes smaller for the purpose of any kind of wind effect, such as gust of wind. To pass through or make a melee attack through a wind wall, a smoke paraelemental must succeed on a Strength check against the spell's effective save DC. A smoke paraelemental takes double damage from any source of air-based damage. Smoke paraelementals are immune to desiccationSand damage and regain 1 hit point per round (as though they possessed the fast healing ability) while within 5 ft. of any smoke-producing source of heat or flame (clean fires are useless to them for this purpose). The ground smokeDR326 spell has no effect on a smoke paraelemental.

    Smoke Claws (Ex) A smoke paraelemental can move into an opponent's square without provoking an attack of opportunity from that opponent (either for entering the square or for exiting an adjacent square, if threatened) and engulf them, attempting to fill their lungs with smoke. Any creature engulfed in this way that is up to one size category larger than the smoke paraelemental must succeed on a Fortitude save or breathe in some of the smoke, which solidifies into claws that automatically deal double the smoke paraelemental's claw damage, bypassing DR. Creatures so affected must continue to make Fortitude saves each round or suffer the same damage; this lasts until they succeed on a saving throw against this effect, the smoke paraelemental departs the plane (i.e. if a summon monster spell ends or it passes through a portal of some kind), or the smoke elemental is destroyed. A smoke paraelemental can voluntarily end this effect on any target as a free action. Creatures that do not breathe cannot be affected by this ability, and creatures wearing a breathing mask or apparatus get a +4 bonus to their saving throw. This effect can be eliminated and protected against with spells such as ease of breathFrost and freedom of breathSand.

    Skills Smoke paraelementals have a +8 racial bonus to Tumble checks as they can roll the cloudy substance of their bodies away from hazards.
    Last edited by afroakuma; 2023-03-06 at 02:35 PM.
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  3. - Top - End - #153
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Air Elemental

    The air elemental as described in the Monster Manual is statted sufficiently but would benefit from the following adjustments:

    Air Affinity (Ex) Air elementals are immune to acid damage and effects. They take double damage from sources of sonic damage, which disrupt their air currents with pressures that injure them in ways physical weapons often fail to. Air elementals possess resistance to electricity 10. Vacuum-based damage sources deal double damage to an air elemental. An air elemental recovers 1 hit point per round (as though possessing fast healing) while exposed to strong or stronger wind conditions other than those generated by itself or another air elemental.

    As The Wind (Ex) Air elementals ignore the effects of wind conditions unless they choose to be affected by them.

    Gaseous (Ex) Air elementals can move through even the tiniest cracks or holes at half speed. They are immune to desiccationSand damage and salt-based sources of damage. They cannot meaningfully be constrained by anything short of an airtight seal or wall of force. This renders effects such as entangle or web, substances such as a tanglefoot bag, or restraints such as ropes or nets, all futile. Attempts to secure a hold against an air elemental during a grapple suffer a -8 penalty, though no penalty is assessed against a creature defending from an air elemental's hold check during a grapple attempt.

    Skills Air elementals have a +8 racial bonus to Tumble checks as they can rapidly deform and twist their forms while in motion to avoid hazards.

    Earth Elemental

    The earth elemental as described in the Monster Manual is statted sufficiently but would benefit from the following adjustments:

    Earth Affinity (Ex) Earth elementals have resistance 10 to fire and cold damage. They are immune to electricity damage. An earth elemental recovers 1 hit point per round (as though possessing fast healing) while in contact with earthen ground (soil, sand, loose rocks, unworked stone).

    Home Turf (Ex) Earth elementals ignore movement penalties for difficult terrain on any earthen ground (soil, sand, loose rocks, unworked stone). Any such terrain within the earth elemental's reach is treated as difficult terrain by all creatures the earth elemental is hostile to unless those creatures possess the Earth subtype.

    Rock Catching (Ex) An earth elemental of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, an earth elemental that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) Unlike a giant, the earth elemental need not be ready for and aware of the attack in order to make a rock catching attempt.

    Rock Throwing (Ex) Earth elementals receive a +1 racial bonus on attack rolls when throwing rocks. An earth elemental of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 60 ft. A Huge earth elemental can hurl rocks of 60 to 80 pounds (Medium objects) up to five range increments of 80 ft. As long as an earth elemental is in contact with rocky or stony earth (but not solid stone or worked stone) it is always considered to have ready access to a rock for throwing should it choose to. A Small rock deals 2d6 damage plus the earth elemental's Strength modifier; a Medium rock deals 2d8 damage plus the earth elemental's Strength modifier. A Large rock deals 3d8 damage plus the earth elemental's Strength modifier.

    Feats Earth elementals of all sizes gain Improved ToughnessMMIII as a bonus feat.

    Skills Earth elementals have a +8 racial bonus to Balance checks as long as they are on solid earthen ground (soil, sand, loose rocks, unworked stone).

    Fire Elemental

    The fire elemental as described in the Monster Manual is statted sufficiently but would benefit from the following adjustments:

    Fire Affinity (Ex) Fire elementals have resistance 10 to electric and sonic damage. They are immune to acid and take double damage from any vacuum-based effect. A fire elemental recovers 1 hit point per round (as though possessing fast healing) while in contact with a sufficient source of fuel (enough to occupy a 5 ft. square), though it will consume any meaningful benefits it can gain from that source of fuel after 10 cumulative rounds of burning.

    Living Flame (Ex) Being made of fire, fire elementals cannot meaningfully be bound or restrained by any kind of flammable material. Spells such as web and entangle produce effects that simply burn on contact with the fire elemental and do not impact it, nor does the substance in a tanglefoot bag, most kinds of rope, most nets, grease and similar effects, and so on. Fire elementals are immune to desiccationSand.

    Skills Fire elementals have a +8 racial bonus to Tumble checks.

    Water Elemental

    The water elemental as described in the Monster Manual is statted sufficiently but would benefit from the following adjustments:

    Living Liquid (Ex) Water elementals can move through holes up to two size categories smaller than them at half speed, or through smaller holes (as long as they would admit liquid) at a speed of 5 ft. They ignore difficult terrain and can move through low obstacles without impediment. They cannot meaningfully be constrained by anything short of a watertight seal or wall of force. This renders effects such as entangle or web, substances such as a tanglefoot bag, or restraints such as ropes or nets, all futile. Attempts to secure a hold against a water elemental during a grapple suffer a -8 penalty, though no penalty is assessed against a creature defending from a water elemental's hold check during a grapple attempt.

    Water Affinity (Ex) Water elementals have resistance 10 to acid and fire damage. They are vulnerable to electricity damage.

    Wave (Ex) A charging water elemental ignores difficult terrain (but not obstacles). A charging water elemental adds its Strength bonus (if any) as a bonus to damage on its attack. If a water elemental succeeds in making an attack on a charge, it is considered to have succeeded on a melee touch attack to begin a trip attempt against that opponent, and may do so; the opponent does not get to make a reactive trip attempt if the water elemental fails on its Strength check to trip them. Alternatively, if a water elemental bull rushes on a charge, and succeeds on the Strength check, it deals damage equal to its slam attack, except that it adds 1½ × its Strength bonus to its damage. If that bull rush forces the target into a wall or other solid object, it stops as normal, but the damage it takes from the bull rush is doubled.

    With The Flow (Ex) A water elemental is functionally invisible underwater; this is not true invisibility and as such is not pierced by true seeing, see invisibility, or similar effects, though effects such as faerie fire that can outline its form will still work to distinguish it from its surroundings. Ink or other contaminants introduced into the water of the environment will not mix with the water elemental's body, which can also serve to identify its position; however, most such contaminants themselves impede one's own capacity to see. Certain magical items may allow the bearer to perceive water elementals underwater by visual means as part of their magic, including but not limited to a bowl of commanding water elementals, ring of water elemental command, and helm of underwater action.

    Skills Water elementals have a +8 racial bonus to Tumble checks.
    Last edited by afroakuma; 2023-01-30 at 05:19 PM.
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  4. - Top - End - #154
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Ash Quasielemental

    Spoiler: Small
    Show
    Ash Quasielemental, Small
    Small Elemental (Extraplanar, Fire)
    HD 2d8 (9 hp)
    Speed 30 ft. (6 squares)
    Init: +5
    AC 15; touch 12; flat-footed 14 (+3 natural, +1 Dex, +1 size)
    BAB +1; Grp -3
    Attack Slam +3 melee (1d4 plus 1d4 cold)
    Full Attack 2 slams +3 melee (1d4 plus 1d4 cold)
    Space 5 ft. Reach 5 ft.
    Special Attacks Detonate (DC 11), drain heat (1d4, cone 1d6, DC 11)
    Special Qualities Ash affinity, darkvision 60 ft., elemental traits, heatsense 120 ft., immunity to cold, negative energy tolerance 5, resistance to sonic 10, vulnerability to fire
    Saves Fort +0 Ref +4 Will +0
    Abilities Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
    Skills Listen +2, Spot +3, Tumble +9*
    Feats Dodge, Improved InitiativeB, Weapon FinesseB
    Environment Quasielemental Plane of Ash
    Organization Solitary
    Challenge Rating 1
    Treasure None
    Alignment Usually neutral
    Advancement 3 HD (Small)

    Spoiler: Medium
    Show
    Ash Quasielemental, Medium
    Medium Elemental (Extraplanar, Fire)
    HD 4d8+8 (26 hp)
    Speed 30 ft. (6 squares)
    Init: +7
    AC 17; touch 13; flat-footed 14 (+4 natural, +3 Dex)
    BAB +3; Grp +4
    Attack Slam +6 melee (1d6+1 plus 1d6 cold)
    Full Attack 2 slams +6 melee (1d6+1 plus 1d6 cold)
    Space 5 ft. Reach 5 ft.
    Special Attacks Detonate (DC 14), drain heat (1d6+2, cone 2d6+2, DC 14)
    Special Qualities Ash affinity, darkvision 60 ft., elemental traits, heatsense 120 ft., immunity to cold, negative energy tolerance 10, resistance to sonic 10, vulnerability to fire
    Saves Fort +3 Ref +7 Will +1
    Abilities Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
    Skills Listen +3, Spot +4, Tumble +11*
    Feats Dodge, Improved InitiativeB, Mobility, Weapon FinesseB
    Environment Quasielemental Plane of Ash
    Organization Solitary
    Challenge Rating 3
    Treasure None
    Alignment Usually neutral
    Advancement 5-7 HD (Medium)

    Spoiler: Large
    Show
    Ash Quasielemental, Large
    Large Elemental (Extraplanar, Fire)
    HD 8d8+24 (60 hp)
    Speed 40 ft. (8 squares)
    Init: +9
    AC 19; touch 14; flat-footed 14 (+5 Dex, +5 natural, -1 size)
    BAB +6; Grp +12
    Attack Slam +10 melee (2d6+2 plus 2d6 cold)
    Full Attack 2 slams +10 melee (2d6+2 plus 2d6 cold)
    Space 10 ft. Reach 10 ft.
    Special Attacks Detonate (DC 17), drain heat (2d6+3, cone 3d6+3, DC 17)
    Special Qualities Ash affinity, darkvision 60 ft., DR 5/-, elemental traits, heatsense 120 ft., immunity to cold, negative energy tolerance 15, resistance to sonic 10, vulnerability to fire
    Saves Fort +5 Ref +11 Will +2
    Abilities Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11
    Skills Listen +5, Spot +6, Tumble +13*
    Feats Dodge, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB
    Environment Quasielemental Plane of Ash
    Organization Solitary
    Challenge Rating 5
    Treasure None
    Alignment Usually neutral
    Advancement 9-15 HD (Large)

    Spoiler: Huge
    Show
    Ash Quasielemental, Huge
    Huge Elemental (Extraplanar, Fire)
    HD 16d8+64 (136 hp)
    Speed Speed 50 ft. (10 squares)
    Init: +11
    AC 20; touch 15; flat-footed 13 (+7 Dex, +5 natural, -2 size)
    BAB +12; Grp +24
    Attack Slam +15 melee (2d8+4 plus 2d8 cold)
    Full Attack 2 slams +15 melee (2d8+4 plus 2d8 cold)
    Space 15 ft. Reach 15 ft.
    Special Attacks Detonate (DC 22), drain heat (2d8+4, cone 6d6+4, DC 24)
    Special Qualities Ash affinity, darkvision 60 ft., DR 5/-, elemental traits, heatsense 120 ft., immunity to cold, negative energy tolerance 20, resistance to sonic 10, vulnerability to fire
    Saves Fort +9 Ref +17 Will +5
    Abilities Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11
    Skills Listen +9, Spot +10, Tumble +13*
    Feats Ability Focus (drain heat), Combat Reflexes, Dodge, Improved InitiativeB, Mobility, Opportunistic TacticianDR340, Spring Attack, Weapon FinesseB
    Environment Quasielemental Plane of Ash
    Organization Solitary
    Challenge Rating 7
    Treasure None
    Alignment Usually neutral
    Advancement 17-20 HD (Huge)

    Spoiler: Greater
    Show
    Ash Quasielemental, Greater
    Huge Elemental (Extraplanar, Fire)
    HD 21d8+105 (199 hp)
    Speed 50 ft. (10 squares)
    Init: +12
    AC 27; touch 18; flat-footed 19 (+9 natural, +8 Dex, +2 deflection, -2 size)
    BAB +15; Grp +28
    Attack Slam +21 melee (2d8+5 plus 2d8 cold plus 2d8+5 burn without flame)
    Full Attack 2 slams +21 (2d8+5 plus 2d8 cold plus 2d8+5 burn without flame)
    Space 15 ft. Reach 15 ft.
    Special Attacks Burn without flame, detonate (DC 25), drain heat (2d8+5, cone 8d6+5, DC 27)
    Special Qualities Ash affinity, darkvision 60 ft., DR 10/-, elemental traits, heatsense 120 ft., immunity to cold, negative energy tolerance 25, resistance to fire 10 and sonic 10, vulnerability to fire
    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, Tumble +16*
    Feats Ability Focus (drain heat), Combat Reflexes, Dodge, Energy Resistance (fire)E, Improved InitiativeB, Mobility, Opportunistic TacticianDR340, Spring Attack, Vexing FlankerPH2, Weapon FinesseB
    Environment Quasielemental Plane of Ash
    Organization Solitary
    Challenge Rating 9
    Treasure None
    Alignment Usually neutral
    Advancement 22-23 HD (Huge)

    Spoiler: Elder
    Show
    Ash Quasielemental, Elder
    Huge Elemental (Extraplanar, Fire)
    HD 24d8+144 (252 hp)
    Speed 50 ft. (10 squares)
    Init: +13
    AC 29; touch 19; flat-footed 20 (+10 natural, +9 Dex, +2 deflection, -2 size)
    BAB +18; Grp +32
    Attack Slam +25 melee (2d8+6 plus 2d8 cold plus 2d8+6 burn without flame)
    Full Attack 2 slams +25 melee (2d8+6 plus 2d8 cold plus 2d8+6 burn without flame)
    Space 15 ft. Reach 15 ft.
    Special Attacks Burn without flame, detonate (DC 30), drain heat (2d8+6, cone 9d6+6, DC 30)
    Special Qualities Ash affinity, darkvision 60 ft., DR 10/-, elemental traits, heatsense 120 ft., immunity to cold, negative energy tolerance 30, resistance to fire 10 and sonic 10, vulnerability to fire
    Saves Fort +12 Ref +20 Will +7
    Abilities Str 22, Dex 29, Con 22, Int 10, Wis 11, Cha 11
    Skills Listen +27, Spot +27, Tumble +17*
    Feats Ability Focus (detonate), Ability Focus (drain heat), Combat Reflexes, Dodge, Energy Resistance (fire)E, Improved InitiativeB, Mobility, Opportunistic TacticianDR340, Spring Attack, Vexing FlankerPH2, Weapon FinesseB
    Environment Quasielemental Plane of Ash
    Organization Solitary or crematory (3-6)
    Challenge Rating 11
    Treasure None
    Alignment Usually neutral
    Advancement 25-48 HD (Huge)


    Though resembling loose piles of inert ashes when inactive, an ash quasielemental can shape itself into a very rough facsimile of various shapes - humanoid, canine, or its preferred serpentine form; regardless of how it chooses to appear, however, an ash quasielemental is largely pale and grey (with hints of black) and smells of fires long-dead. No light exists within its body - no flickering ember, no dying cinder, no mote of heat remains within it, for ash quasielementals hunt down and devour warmth, seeking to consume that which is utterly denied to them by their very nature. Ash quasielementals are some of the rare elementals that both appear in numbers regularly and are actively predatory, for with the scarcity of true heat on their home plane they rapidly converge on any available source. The greatest of their kind are true terrors infused with the strange and terrible energies of the plane, which sages continue to theorize about with both fascination and dread.

    Ash Affinity (Ex) An ash quasielemental is treated as being two sizes smaller for the purpose of any kind of wind effect such as gust of wind. To pass through or make a melee attack through a wind wall, an ash quasielemental must succeed on a Strength check against the spell's effective save DC. Ash quasielementals can see normally through smoke and ashes of all kinds. An ash quasielemental takes double damage from any source of air- or water-based damage (but not ice or cold; if a water-based attack form deals cold damage, instead the quasielemental suffers half damage provided it is being impacted by some kind of fluid, rather than e.g. solid ice or snow). Ash quasielementals have resistance to sonic 10. Ash quasielementals are immune to desiccationSand damage. An ash quasielemental, despite possessing the Fire subtype, inverts the associated immunity and vulnerability of that subtype; further, any effects that would draw on, penalize, or otherwise exploit the heat or flame of a creature with the Fire subtype do not function against an ash quasielemental; other effects that care about the Fire subtype, such as the turning ability of the Water domain, function normally against them.

    Burn Without Flame (Su) Greater and elder ash quasielementals contain the strange and dangerous pure energies of the Quasielemental Plane of Ash in a form so intense that it manifests at their very touch, resulting in the pain and the wounds of exposure to a great and terrible flame, without any heat or light - at most a flicker of a glassy and colorless mirage, the distortion from which also provides the quasielemental with a +2 deflection bonus to AC. Such a quasielemental's attacks deal additional damage adjusted by their Constitution modifier. This damage is not resisted or defended against by any nonmagical material, nor is it inherently resisted or defended against by any creature not native to the Quasielemental Plane of Ash with the exception of beings of divine rank 6 or higher, who possess resistance equal to 10 plus twice their divine rank to this form of damage. Beings of divine rank 16 or higher are immune to this form of damage.

    Spoiler: Lesser Quasielementals and Burn Without Flame
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    Some lesser ash quasielementals also possess a mote of this pure energy; the amount of damage dealt should be equal to their normal cold damage dealt on a single melee attack before any other adjustments (including other sources of cold damage), modified by their Constitution modifier. As an example, a Small ash quasielemental would deal 1d4 additional damage in this way. Additionally, the strange glassy flickering of the energies provides a +2 deflection bonus to the quasielemental's AC. If a quasielemental possesses this ability, adjust its CR by +1 to account for the added damage and increased AC.


    Detonate (Su) Ash quasielementals have a terrible and paradoxical need to consume heat, but not to consume too much heat, lest it overwhelm their innate nature as beings that exist beyond flame. Whenever an ash quasielemental suffers fire damage, it stores that damage as energy within itself for 24 hours. When an ash quasielemental is destroyed, it releases all stored energy at once in a massive blast of flame that roars out to hit all those within the quasielemental's reach for fire damage equal to the amount the ash quasielemental has stored (Reflex half).

    Drain Heat (Su) Ash quasielementals naturally consume ambient heat around themselves as their nature hungers to reignite a flame that has never truly been alive. Any creature that enters or starts its turn within the ash quasielemental's reach suffers cold damage (Fort half). As a standard action, an ash quasielemental may focus this draining power into a cone three times the length of its reach (15 ft. for Small or Medium quasielementals, 30 ft. for Large quasielementals, 45 ft. for Huge quasielementals), dealing 1d6 cold damage plus the quasielemental's Constitution modifier, plus an additional 1d6 cold damage for every three hit dice the quasielemental possesses. Nonmagical flames are extinguished by this effect, while magical flames are subject to a dispel check as though exposed to greater dispel magic using the elemental's HD as its caster level.

    Heatsense (Ex) Ash quasielementals can perceive any source of heat within 120 ft., including its relative temperature compared to other sources of heat, provided the source is warmer than ambient temperature (e.g. in most cases the body heat of a humanoid will be above that of the local environment, or at least the humanoid had better hope so) and there is no insulating barrier between the quasielemental and the source of heat or other effect that would substantially interfere with their ability to read a source of heat. They can "see" through non-insulating barriers in this way and discern living creatures that produce warmth with enough accuracy to target them with melee attacks without concern for concealment, invisibility, or other such methods that might elude visual detection. Ethereal sources do not generally radiate heat in a way that an ash quasielemental can perceive (their heat is physically on a different plane).

    Negative Energy Tolerance (Su) Ash quasielementals can survive minor exposure to negative energy, being immune to a limited amount of negative energy damage (in the manner of protection from energy, but specific to negative energy damage such as inflict wounds, harm, etc). This protection resets after one hour without exposure to negative energy damage, and as long as it is not completely expended, the ash quasielemental benefits from a +2 bonus to saving throws against negative energy effects.

    Skills Ash quasielementals have a +8 racial bonus to Tumble checks as they can shift their form to navigate over and around hazards.
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    Reserved for Dust Quasielemental
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    Reserved for Lightning Quasielemental.
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    Naravash
    Large Magical Beast
    HD 10d10+30 (85 hp)
    Speed 20 ft. (4 squares); fly 60 ft. (average)
    Init: +6
    AC 21; touch 11; flat-footed 19 (+10 natural armor, +2 Dex, -1 size)
    BAB +10; Grp +19
    Attack Bite +14 melee (2d4+7 and blood suck) or wings +11 ranged (1d8+3, 19-20/x2)
    Full Attack Bite +14 melee (2d4+7 and blood suck) and two claws +9 melee (1d8+2) or wings +11/+6 ranged (1d8+3, 19-20/x2)
    Space 10 ft.; Reach 5 ft.
    Special Attacks Blood suck, death's awakening, dire shadow, spell-like abilities, wings of shadow
    Special Qualities Alternate form, darkvision 120 ft., DR 10/silver, evasion, immunity to poison, necromantic resilience, resistance to cold 10 and sonic 10, weaknesses
    Saves Fort +10 Ref +9 Will +5
    Abilities Str 21, Dex 14, Con 17, Int 11, Wis 14, Cha 15
    Skills Hide +9 (+13 aboveground at night), Listen +17, Move Silently +9, Spot +8, Tumble +7
    Feats Ability Focus (dire shadow), Alertness, Flyby Attack, Hover, Improved InitiativeB, StealthyB
    Environment Any forest, mountains, or underground
    Organization Solitary
    Challenge Rating 8
    Treasure Standard
    Alignment Always neutral evil
    Advancement 11-15 HD (Large); 16-30 HD (Huge)

    The scourge of vampirism is a toxin that plagues many worlds, and vampires themselves are often a locus for dark power and terrible magics to either reinforce their undead state or exert their will over the living. When such a locus of darkness is at long last destroyed, the land can recover, but some vampires have given so much of their dark will over to their territory that it refuses to release its hold on the Material Plane. When a vampire has existed for too long in one place, or forged a bond with a living animal within its lands (such as a mount, an animal companion, a familiar, etc.), the final death of that vampire may result in its animus fleeing to bind with the living soul of a creature. Over the course of three months, such an animal will retreat to a cavern, a ruin, or any other dark and foreboding place where the stain of the vampire's cruelty lingers, absorbing the necromantic energies and transforming into a thing of shadow and night and wickedness, a loathsome beast known as a naravash.

    Born from wolves or bats (including their dire variants), naravashes combine the appearance of both into horrid aspect; towering dark two-legged figures with shaggy chests of coarse black hair, massive batlike wings, and a slavering mouth that opens far too widely to display elongated canine teeth used for sucking blood from prey. Seeming at once too bulky in the body for the comparatively light frames of their wings and too slender to pass for a healthy humanoid, naravashes relish their existence as nightmares come alive. Their cold cunning is married to a malicious love of playing with their food, and those who have had the displeasure to encounter both will swear that the emotional spectrum of a naravash is closer to that of a yugoloth than that of any humanoid. Thankfully rare, sages with far too much time on their hands and far too little sense have confirmed that on the unlikely occasion that two naravashes of opposite sex meet, they are capable of breeding true. Still others have discovered naravashes in places where no vampire has ever trod, suggesting that in truly foul and unhallowed places, the wicked energies that give rise to such a beast can emerge without ever having been tied to a vampire at all.

    It is theorized that a naravash may in fact possess something of the personality and intellect of the vampire whose death caused it to emerge (provided it is in fact related to one). None have yet been able to confirm this, but the habits of certain naravashes give cause for alarm. If a naravash truly does possess the personality of the destroyed vampire, it is plausible that some odious ritual may exist which could be used to return the vampire to existence using the naravash as host. If it does not... it is all but certain that someone, somewhere, is attempting to devise such a ritual. Naravashes cannot speak (their anatomy does not permit it, just a sort of baying shriek) but are perfectly capable of understanding Common and at least one other language (often Undercommon) and can articulate thoughts in those languages if communicated with via telepathy or other nonverbal methods. It is not yet known whether a naravash can die of old age; the longest-lived one on record exceeded a century before going missing.

    Alternate Form (Su) A naravash has two alternate forms, a swarm of bats or a black wolf with red eyes. When assuming either form, the naravash loses its blood suck, dire shadow, and spell-like abilities, while gaining all of the special attacks and special qualities of its assumed form. It takes on the natural attacks and movement speeds of its assumed form and the Swarm subtype if applicable, and gains fast healing 1 while in alternate form. All other statistics remain those of the naravash's base form. The two forms it may take are:

    Bat Swarm The naravash takes the form of a bat swarm. Its swarm damage is adjusted by its Dexterity modifier, as the naravash in swarm form moves deliberately to cause harm and can coordinate its constituent bats to do so.

    Black Wolf The naravash takes the form of a wolf (treat as a shadow mastiff). In this form, it does not retain its weakness to sunlight, though it suffers 1d4 damage at the start of each turn when standing on consecrated or hallowed ground.

    Blood Suck (Ex) A creature bitten by a naravash suffers 1d3 points of Constitution damage. The naravash gains 5 temporary hit points for each point of Constitution damage dealt in this way.

    Death's Awakening (Su) 1d6+4 rounds after a naravash dies, dark figures begin to emerge from its corpse for a further seven rounds. On each of the first six rounds, a shadow crawls forth from its corpse, with full memory of those who slew the naravash. On the seventh round, the body crumbles to a fine black ash and a wraith emerges from the remains. When this wraith would create spawn, it instead enters the body of the slain humanoid, whose skin bloats and coarsens to form a pale, leathery cocoon. 24 hours later, the cocoon tears open and the naravash returns to life. This effect can be stopped (either the initial emergence of undead, or the cocooning and revival) with a targeted casting of dispel evil, and does not happen whatsoever if the naravash died in a consecrated or hallowed area or its corpse moved into one before the undead begin to emerge.

    Dire Shadow (Su) A naravash projects a shadow onto the ground near itself up to 60 ft. away, a 20 ft. diameter region of shade that is visible even in the poorest lighting conditions. This shadow exists even without light sources, and the naravash may reposition the shadow once per round as a free action. Creatures within the shadow suffer a -4 penalty to initiative checks and must make a Will save (DC 20) or become shaken for as long as they remain within the shadow and for 1d4 rounds thereafter. A creature that successfully saves against a naravash's dire shadow cannot be affected by the shaken condition from that same naravash's dire shadow for 24 hours. Within the shadow the temperature feels noticeably cooler than without, which may aid in figuring out where it is situated when light conditions are too poor to make it out clearly. If the naravash ever moves further than 60 ft. from its dire shadow, the shadow remains in place until the end of the naravash's turn and then immediately centers on the naravash itself unless placed elsewhere.

    Evasion (Ex) A naravash that succeeds on a Reflex saving throw against an effect that would deal half damage on a successful save instead takes no damage from that effect. A helpless or immobilized naravash does not gain the benefits of evasion.

    Necromantic Resilience (Su) A naravash has a +4 profane bonus on saving throws against death effects, mind-affecting effects, necromantic effects, and shape-changing effects (including polymorphing and petrification).

    Spell-Like Abilities (Sp) At will - darkness, doom (DC 14), gaseous form (self only); 3/day - consumptive fieldSC (DC 17), crushing despair (DC 17), mesmerizing glareSC (DC 16); 1/day - animate dead. Caster level 10th, save DCs Charisma-based.

    Weaknesses (Su) As beings tied strongly to undeath and necromantic magic, naravashes bear several vulnerabilities that can impede or debilitate them:

    Druid Circle A druid circle* bars entry to a naravash in any form.

    Music Naravashes hate music with a burning passion and particularly despise singing (except for the "song" of another naravash). If a naravash can hear singing (for example, a bardic music performance) or even rhythmic or clearly structured and patterned speech (such as poetry, rap, or ritual chants), it will prioritize attacking the source of that sound to the exception of all other targets and will not break off its attack until the source is silent or the naravash has fallen below 25% of its maximum hit points.

    Partial Turning A naravash can be turned (or rebuked) as though undead, though the turning will only affect a naravash for 1d4 rounds. If a naravash would be destroyed or controlled via turn/rebuke, it instead assumes its bat swarm form and flees for 10 rounds. If unable to flee, a naravash assumes gaseous form to attempt an escape.

    Running Water In black wolf form, a naravash cannot cross running water of its own volition or under its own power, though it may be physically forced across by an outside force.

    Silence A naravash treats creatures within an area of silence as having partial concealment. If the naravash itself is within an area of silence, it treats all other creatures as having partial concealment from it. A naravash requires a verbal component (its shriek) to use its animate dead, consumptive field, crushing despair, or doom spell-like abilities.

    Sunlight A naravash is fatigued and sickened (no save) when in direct sunlight.

    Wings of Shadow (Su) A naravash can flap its wings to propel a slashing wave of shadow through the darkness to cut apart its prey. When it makes a wing attack, it can make an attack roll against every creature standing in less than bright illumination within a 60 ft. cone to deal 1d8 points of slashing damage, modified by the naravash's Constitution modifier. As a full attack, a naravash can make two iterative wing attacks in this fashion, and may choose a different cone for each should it choose to do so. The slashing shadows threaten a critical hit on an unmodified attack roll of 19 or 20.

    Skills A naravash has a +4 racial bonus to Hide checks aboveground at night, as the all-encompassing darkness makes it easier for them to move unnoticed. A naravash's large ears afford it a +8 racial bonus to Listen checks.
    Last edited by afroakuma; 2023-12-03 at 07:28 PM.
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    Default Re: Steel Men and other strange creatures (3.5, PEACH)

    Nice one! Death's Awakening, in particular, is deliciously creepy (it's not pointed out explicitly, but I assume if the body is destroyed, it doesn't play out as described?) and I love the weaknesses (especially the improved anti-Bard measure one). The only thing I'm not really sure about concerns its offensive potential which seems to lag far behind its defenses. I'd argue that even with the CON damage (that allows a Fort save an opponent with good Fort should pass half the time at level 8), a single bite on a 10 HD/CR 8 creature is a bit underwhelming.

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