Small Earth Elemental: Difference between revisions

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m (Text replacement - "bonuses to CMB" to "bonuses to Maneuver Offense")
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{{Template:Monster
{{Template:Monster
<!-- Version 2.01 -->


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 1
| CR | 1
  <!-- Value: integer between 1 and 35. -->
   }}</onlyinclude>
   }}</onlyinclude>


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| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Elemental
| Subtype | Elemental
   <!-- If any -->
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Otherwise leave blank.  -->
   }}</onlyinclude>
   }}</onlyinclude>


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| NudgeInit =  
| NudgeInit =  
  <!-- CR 1 INITIATIVE = +1 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| Senses = [[Standard Senses]], [[Darkvision]] 60 ft., [[Tremorsense]] 60 ft.
| Senses = [[Standard Senses]], [[Tremorsense]] 60 ft.
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
   <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
   <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
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| NudgePerception =  
| NudgePerception =  
  <!-- CR 1 PERCEPTION = +4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| NudgeAC =  
| NudgeAC = 1
  <!-- CR 1 AC = 14 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeTouchAC =  
| NudgeTouchAC = 1
  <!-- CR 1 TOUCH AC = 11 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeFFAC =  
| NudgeFFAC = 1
   <!-- CR 1 FLAT-FOOTED AC = 13 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Nudge-Maneuver-Defense = 1
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Nudge-Maneuver-Defense =
  <!-- CR 1 Resilience = 15 -->
| Maneuver-Defense-Notes =  
| Maneuver-Defense-Notes =  
   <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->
   <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


| NudgeHitPoints =  
| NudgeHitPoints =  
  <!-- CR 1 HIT POINTS = 20 -->
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


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| Refl =  
| Refl =  
| Will =  
| Will =  
  <!-- CR 1 STRONG SAVE = +4; WEAK SAVE = +1                      -->
   <!-- Values: S (for Strong save), leave blank for Weak save
   <!-- Values: S (for Strong save), leave blank for Weak save
         * Most monsters have 1 strong save and 2 weak saves
         * Most monsters have 1 strong save and 2 weak saves
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         * Dragons have 3 strong saves                              -->
         * Dragons have 3 strong saves                              -->


| NudgeFort =  
| NudgeFort = 1
| NudgeRefl =  
| NudgeRefl =  
| NudgeWill =  
| NudgeWill =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| SR =  
| SpecialDefenses = DR {{#var:Special1-Hit-Dice}}/-
  <!-- Values: Y (for Yes), or leave blank -->
 
| NudgeSR =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| SpecialDefenses = DR 2/-
   <!-- Put any DR or ER values here -->
   <!-- Put any DR or ER values here -->


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| NudgePriToHit =  
| NudgePriToHit =  
  <!-- CR 1 PRIMARY TO-HIT = +4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgePriDamage =  
| NudgePriDamage =  
  <!-- CR 1 PRIMARY NATURAL DAMAGE = 1d8  -->
  <!-- CR 1 PRIMARY MELEE DAMAGE = 1d8    -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| NudgeSecToHit =  
| NudgeSecToHit =  
  <!-- CR 1 SECONDARY TO-HIT = +4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeSecDamage =  
| NudgeSecDamage =  
  <!-- CR 1 SECONDARY NATURAL DAMAGE = 1d4 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| NudgeTerToHit =  
| NudgeTerToHit =  
  <!-- CR 1 TERTIARY TO-HIT = +4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeTerDamage =  
| NudgeTerDamage =  
  <!-- CR 1 TERTIARY NATURAL DAMAGE = 1d8  -->
  <!-- CR 1 TERTIARY MELEE DAMAGE  = 1d8    -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| NudgeQuaToHit =  
| NudgeQuaToHit =  
  <!-- CR 1 QUATERNARY TO-HIT = +4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeQuaDamage =  
| NudgeQuaDamage =  
  <!-- CR 1 QUATERNARY NATURAL DAMAGE = 1d4 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| NudgeRangedToHit =  
| NudgeRangedToHit =  
  <!-- CR 1 RANGED TO-HIT = +4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeRangedDamage =  
| NudgeRangedDamage =  
  <!-- CR 1 RANGED DAMAGE = 1d8 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| Nudge-Maneuver-Offense =  
| Nudge-Maneuver-Offense =  
   <!-- CR 1 CMB = +3 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Maneuver-Offense-Notes =  
| Maneuver-Offense-Notes =  
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| Nudge-Siege-Maneuver-Offense =  
| Nudge-Siege-Maneuver-Offense =  
  <!-- CR 1 SIEGE CMB = +3 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
  <!-- CR 1 SIEGE DAMAGE = 1d6-4 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| NudgeSkill3 =
| NudgeSkill3 =
| NudgeSkill4 =
| NudgeSkill4 =
  <!-- CR 1 SKILLS = +4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


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   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = Once per encounter, as a full attack action, the earth elemental may move up to its full Earth Glide distance. This movement does not provoke attacks of opportunity and it may move underneath any enemy squares without problems. When it stops moving, the elemental heaves violently to the surface. Any enemy figure whose space is completely or partially inside the elemental's space is violently tossed aside. The elemental may move any and all creatures affected by upheaval to any square adjacent to its space. This is considered a forced movement and does not provoke. All creatures moved in this way may make a Reflex save versus a DC of {{#var:Special1SaveDC}}. If they fail this save, they are rendered [[Prone]] adjacent to the elemental. Save or not, they take {{#var:Special1SwiftDmg}} points of bludgeoning damage.
| Ability-1-Description = Once per encounter as a full attack action, the earth elemental may move up to its full Earth Glide distance. This movement does not provoke attacks of opportunity and it may move underneath any enemy squares without problems. When it stops moving, the elemental heaves violently to the surface. Any enemy figure whose space is completely or partially inside the elemental's space is violently tossed aside. The elemental may move any and all creatures affected by upheaval to any square adjacent to its space. This is considered a forced movement and does not provoke. All creatures moved in this way may make a Reflex save versus a DC of {{#var:Special1SaveDC}}. If they fail this save, they are rendered [[Prone]] adjacent to the elemental. Save or not, they take {{#var:Special1StandardDmg}} points of bludgeoning damage.
 
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
   <!-- Available Variables:  
   <!-- Available Variables:  
         {{#var:Special1ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special1ToHit}}           To-Hit
         {{#var:Special1TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special1TouchAttack}}     Touch To-Hit
         {{#var:Special1SaveDC}}     Save DC     @ CR 1 = 11
         {{#var:Special1SaveDC}}         Save DC
         {{#var:Special1StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special1StandardDmg}}     Std Damage
         {{#var:Special1SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special1SwiftDmg}}       Swift Damage
         {{#var:Special1AlphaDmg}}   Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special1AlphaDmg}}       Alpha Damage
         {{#var:Special1-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
         {{#var:Special1-Ability-Dmg}}   Stat Damage
         {{#var:Special1-HitPoints}} Hit Points   @ CR 1 = 20
         {{#var:Special1-Hit-Points}}     Hit Points
         {{#var:Special1-HitDice}}   Hit Dice     @ CR 1 = 2
         {{#var:Special1-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1 = 4
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1 = 13
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1 = 15
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1 = 18
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1 = 24
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


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| NudgeAbility1-HitDice =  
| NudgeAbility1-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility1-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility1-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




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   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special2ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special2ToHit}}           To-Hit
         {{#var:Special2TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special2TouchAttack}}     Touch To-Hit
         {{#var:Special2SaveDC}}     Save DC     @ CR 1 = 11
         {{#var:Special2SaveDC}}         Save DC
         {{#var:Special2StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special2StandardDmg}}     Std Damage
         {{#var:Special2SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special2SwiftDmg}}       Swift Damage
         {{#var:Special2AlphaDmg}}   Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special2AlphaDmg}}       Alpha Damage
         {{#var:Special2-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
         {{#var:Special2-Ability-Dmg}}   Stat Damage
         {{#var:Special2-HitPoints}} Hit Points   @ CR 1 = 20
         {{#var:Special2-Hit-Points}}     Hit Points
         {{#var:Special2-HitDice}}   Hit Dice     @ CR 1 = 2
         {{#var:Special2-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1 = 4
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1 = 13
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1 = 15
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1 = 18
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1 = 24
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


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| NudgeAbility2-HitDice =  
| NudgeAbility2-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility2-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility2-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




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   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special3ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special3ToHit}}           To-Hit
         {{#var:Special3TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special3TouchAttack}}     Touch To-Hit
         {{#var:Special3SaveDC}}     Save DC     @ CR 1 = 11
         {{#var:Special3SaveDC}}         Save DC
         {{#var:Special3StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special3StandardDmg}}     Std Damage
         {{#var:Special3SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special3SwiftDmg}}       Swift Damage
         {{#var:Special3AlphaDmg}}   Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special3AlphaDmg}}       Alpha Damage
         {{#var:Special3-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
         {{#var:Special3-Ability-Dmg}}   Stat Damage
         {{#var:Special3-HitPoints}} Hit Points   @ CR 1 = 20
         {{#var:Special3-Hit-Points}}     Hit Points
         {{#var:Special3-HitDice}}   Hit Dice     @ CR 1 = 2
         {{#var:Special3-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1 = 4
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1 = 13
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1 = 15
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1 = 18
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1 = 24
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


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| NudgeAbility3-HitDice =  
| NudgeAbility3-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility3-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility3-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




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   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special4ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special4ToHit}}           To-Hit
         {{#var:Special4TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special4TouchAttack}}     Touch To-Hit
         {{#var:Special4SaveDC}}     Save DC     @ CR 1 = 11
         {{#var:Special4SaveDC}}         Save DC
         {{#var:Special4StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special4StandardDmg}}     Std Damage
         {{#var:Special4SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special4SwiftDmg}}       Swift Damage
         {{#var:Special4AlphaDmg}}   Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special4AlphaDmg}}       Alpha Damage
         {{#var:Special4-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
         {{#var:Special4-Ability-Dmg}}   Stat Damage
         {{#var:Special4-HitPoints}} Hit Points   @ CR 1 = 20
         {{#var:Special4-Hit-Points}}     Hit Points
         {{#var:Special4-HitDice}}   Hit Dice     @ CR 1 = 2
         {{#var:Special4-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1 = 4
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1 = 13
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1 = 15
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1 = 18
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1 = 24
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


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| NudgeAbility4-HitDice =  
| NudgeAbility4-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility4-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility4-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




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   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special5ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special5ToHit}}           To-Hit
         {{#var:Special5TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special5TouchAttack}}     Touch To-Hit
         {{#var:Special5SaveDC}}     Save DC     @ CR 1 = 11
         {{#var:Special5SaveDC}}         Save DC
         {{#var:Special5StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special5StandardDmg}}     Std Damage
         {{#var:Special5SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special5SwiftDmg}}       Swift Damage
         {{#var:Special5AlphaDmg}}   Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special5AlphaDmg}}       Alpha Damage
         {{#var:Special5-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
         {{#var:Special5-Ability-Dmg}}   Stat Damage
         {{#var:Special5-HitPoints}} Hit Points   @ CR 1 = 20
         {{#var:Special5-Hit-Points}}     Hit Points
         {{#var:Special5-HitDice}}   Hit Dice     @ CR 1 = 2
         {{#var:Special5-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1 = 4
        {{#var:Special5-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1 = 13
        {{#var:Special5-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1 = 15
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1 = 18
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1 = 24
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 745: Line 759:
| NudgeAbility5-HitDice =  
| NudgeAbility5-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility5-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility5-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 761: Line 781:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special6ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special6ToHit}}           To-Hit
         {{#var:Special6TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special6TouchAttack}}     Touch To-Hit
         {{#var:Special6SaveDC}}     Save DC     @ CR 1 = 11
         {{#var:Special6SaveDC}}         Save DC
         {{#var:Special6StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special6StandardDmg}}     Std Damage
         {{#var:Special6SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special6SwiftDmg}}       Swift Damage
         {{#var:Special6AlphaDmg}}   Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special6AlphaDmg}}       Alpha Damage
         {{#var:Special6-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
         {{#var:Special6-Ability-Dmg}}   Stat Damage
         {{#var:Special6-HitPoints}} Hit Points   @ CR 1 = 20
         {{#var:Special6-Hit-Points}}     Hit Points
         {{#var:Special6-HitDice}}   Hit Dice     @ CR 1 = 2
         {{#var:Special6-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1 = 4
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1 = 13
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1 = 15
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1 = 18
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1 = 24
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 803: Line 825:
| NudgeAbility6-HitDice =  
| NudgeAbility6-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility6-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility6-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 819: Line 847:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special7ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special7ToHit}}           To-Hit
         {{#var:Special7TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special7TouchAttack}}     Touch To-Hit
         {{#var:Special7SaveDC}}     Save DC     @ CR 1 = 11
         {{#var:Special7SaveDC}}         Save DC
         {{#var:Special7StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special7StandardDmg}}     Std Damage
         {{#var:Special7SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special7SwiftDmg}}       Swift Damage
         {{#var:Special7AlphaDmg}}   Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special7AlphaDmg}}       Alpha Damage
         {{#var:Special7-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
         {{#var:Special7-Ability-Dmg}}   Stat Damage
         {{#var:Special7-HitPoints}} Hit Points   @ CR 1 = 20
         {{#var:Special7-Hit-Points}}     Hit Points
         {{#var:Special7-HitDice}}   Hit Dice     @ CR 1 = 2
         {{#var:Special7-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1 = 4
        {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1 = 13
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1 = 15
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1 = 18
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1 = 24
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 861: Line 891:
| NudgeAbility7-HitDice =  
| NudgeAbility7-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility7-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility7-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 877: Line 913:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special8ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special8ToHit}}           To-Hit
         {{#var:Special8TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special8TouchAttack}}     Touch To-Hit
         {{#var:Special8SaveDC}}     Save DC     @ CR 1 = 11
         {{#var:Special8SaveDC}}         Save DC
         {{#var:Special8StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special8StandardDmg}}     Std Damage
         {{#var:Special8SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special8SwiftDmg}}       Swift Damage
         {{#var:Special8AlphaDmg}}   Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special8AlphaDmg}}       Alpha Damage
         {{#var:Special8-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
         {{#var:Special8-Ability-Dmg}}   Stat Damage
         {{#var:Special8-HitPoints}} Hit Points   @ CR 1 = 20
         {{#var:Special8-Hit-Points}}     Hit Points
         {{#var:Special8-HitDice}}   Hit Dice     @ CR 1 = 2
         {{#var:Special8-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1 = 4
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1 = 13
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1 = 15
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1 = 18
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1 = 24
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 919: Line 957:
| NudgeAbility8-HitDice =  
| NudgeAbility8-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility8-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility8-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 935: Line 979:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special9ToHit}}       To-Hit       @ CR 1 = +4
         {{#var:Special91ToHit}}           To-Hit
         {{#var:Special9TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special9TouchAttack}}     Touch To-Hit
         {{#var:Special9SaveDC}}     Save DC     @ CR 1 = 11
         {{#var:Special9SaveDC}}         Save DC
         {{#var:Special9StandardDmg}} Std Damage   @ CR 1 = 1d6+1
         {{#var:Special9StandardDmg}}     Std Damage
         {{#var:Special9SwiftDmg}}   Swift Damage @ CR 1 = 1d4
         {{#var:Special9SwiftDmg}}       Swift Damage
         {{#var:Special9AlphaDmg}}   Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special9AlphaDmg}}       Alpha Damage
         {{#var:Special9-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
         {{#var:Special9-Ability-Dmg}}   Stat Damage
         {{#var:Special9-HitPoints}} Hit Points   @ CR 1 = 20
         {{#var:Special9-Hit-Points}}     Hit Points
         {{#var:Special9-HitDice}}   Hit Dice     @ CR 1 = 2
         {{#var:Special9-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1 = 4
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1 = 13
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1 = 15
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1 = 18
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1 = 24
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 977: Line 1,023:
| NudgeAbility9-HitDice =  
| NudgeAbility9-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility9-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility9-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 987: Line 1,039:


: Earth elementals are slow, stubborn things and will rarely break off a melee combat once begun. If they do decide to flee, they will Earth Glide away.
: Earth elementals are slow, stubborn things and will rarely break off a melee combat once begun. If they do decide to flee, they will Earth Glide away.





Revision as of 19:49, 15 August 2017

Elemental, Small Earth (Summoned) (CR 1)

Neutral - Small - Outsider (Elemental)
Lore: Know (Planes)
2 17
Basic DC Full DC
Initiative
Initiative Icon 2.png
3
Perception:
13 +3
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
15
Man Def
Shield Icon 3.png
16
Monster Health
31 15 2
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +6
Refl: +0
Will: +0

Strong Against:

Weak Against:

Offense

Size: Small
5 ft. 5 ft.
Space Reach
To-Hit
+3
Sword Icon 3.png
Man Off
+3
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Earthen Smash +3 (1d4/19-20 x2)
    as undefined damage type

Full Attack (Melee):

  • 3x Earthen Smash +3 (1d4/19-20 x2)
    as undefined damage type

Standard Attack (Ranged):

  • 1x Hurled Rock +3 (1d4/19-20 x2)
    as undefined damage type
    (Increment: 30 ft.; Max Range: 150 ft.)

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

16
STR
8
DEX
13
CON
4
INT
11
WIS
11
CHA

Skills:

Languages: Terran

Feats:

Special Abilities

Upheaval (Su)

Once per encounter as a full attack action, the earth elemental may move up to its full Earth Glide distance. This movement does not provoke attacks of opportunity and it may move underneath any enemy squares without problems. When it stops moving, the elemental heaves violently to the surface. Any enemy figure whose space is completely or partially inside the elemental's space is violently tossed aside. The elemental may move any and all creatures affected by upheaval to any square adjacent to its space. This is considered a forced movement and does not provoke. All creatures moved in this way may make a Reflex save versus a DC of . If they fail this save, they are rendered Prone adjacent to the elemental. Save or not, they take points of bludgeoning damage.

Elemental, Small Earth (Summoned)

Elemental, Small Earth (Summoned)

Whether a patch of odd crystals in a ruined corridor, a pool of oddly turbulent water in a forest grove, a roaring breeze even indoors, or a cozy campfire with malevolent eyes, elementals can be found almost anywhere. Many elementals are spontaneous manifestations, creatures of elemental nature that have arisen from either natural or unnatural circumstance. Other elementals are deliberately made things, summoned or created by those with malevolent purpose, set as immortal guardians or stalkers of the world.

Elementals may be fairly common or quite rare, depending upon the setting. In all cases, elementals provide plenty of challenges and fun for those heroic enough to face them.

An earth elemental looks like a pile of rocks and dirt, perhaps with the odd plant rooting in it. When dormant, earth elementals are very hard to spot, since they might be resting ten feet underground, and even if they are on the surface, one pile of rocks and soil looks much like any other.
But when they manifest their raging essence, earth elementals are unmistakable, masses of rock and soil given terrible vitality and a fervent wish to destroy whatever has drawn their anger. Earth elementals change shape less than other sorts of elementals, but their form is certainly not fixed. They can look like anything, as long as that thing is made of stone and soil.

Combat Tactics

Earth elementals will usually lie below the surface or on the surface, waiting with infinite patience. When they detect an enemy with their tremorsense, they will use Earth Glide to investigate, again from below the surface, and will often appear near a party to give them a good look. If they then decide to attack, they will move as close as possible and then use Earth Glide to bring off an Upheaval, to scatter their foes as widely as possible.

If they suffer attacks from a flying foe, they will use five foot steps or Earth Glide to pull away from melee and target that foe with Hurled Rocks in preference of all other foes, and if Hurled Rocks is not being effective, they will Earth Glide under the surface of the ground to escape the ranged attacks and withdraw. In such cases they do not give treasure and xp, and will frequently follow such a foe from beneath the ground and attack again, usually while they are sleeping or during another combat.
Earth elementals are slow, stubborn things and will rarely break off a melee combat once begun. If they do decide to flee, they will Earth Glide away.

Out of Combat

Small Earth Elementals are rarely on the Prime Material plane unless summoned. In those cases, they are bound to the service of their summoner for some period of time (often until sunset or dawn of the same day, though sometimes as long as a year and a day, in the case of powerful bindings). Those who gain access to the Prime Material plane by themselves, or escape a binding rarely survive for more than a few weeks, as this plane is too loosely packed, and unsettled.

Earth Elementals are also frequently bound to objects and structures, where they serve to strengthen and reinforce such things. It is common for such bindings to last a very, very long time, and it is possible to encounter Earth elementals in ruins, where they have escaped from being bound to the walls and foundation.
In many cases, these unbound elementals achieve a kind of insanity before fading out, usually in their last few days before dying in this very inhospitable environment so far from their home.

Rewards

XP: 400

Treasure: Sellable Goods worth 219 gp.

Weight: 10 lbs.     Volume: 0.4 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)