Small Earth Elemental: Difference between revisions

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(Created page with "{{Template:Monster | MonsterName = Elemental, Small Earth (Summoned) | CR = 1 | Image = <!--Value: just the file name (e.g. "monster_picture.jpg")--> | Role = <!--...")
 
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| Image =  
| Image =  
   <!--Value: just the file name (e.g. "monster_picture.jpg")-->
   <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->


| Role =  
| Role =  
Line 30: Line 30:


| 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 Darkvision]] 60ft, Tremorsense 60ft
| Senses = [[Standard Darkvision]] 60 ft., Tremorsense 60 ft.
   <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->
   <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->


| 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 =  
  <!--CR 1 AC = 15 -->
   <!--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 =  
  <!--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 =  
  <!--CR 1 FLAT-FOOTED AC = 13 -->
   <!--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-->


| NudgeHitPoints =  
| NudgeHitPoints =  
  <!--CR 1 HIT POINTS = 20 -->
   <!--Values: any multiplier, or leave blank. Max recommended is 1.15 (+15%) or 0.85 (-15%)-->
   <!--Values: any multiplier, or leave blank. Max recommended is 1.15 (+15%) or 0.85 (-15%)-->


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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
Line 62: Line 69:


| NudgeFort =  
| NudgeFort =  
| NudgeRefl =  
| NudgeRefl = -1
| NudgeWill =  
| NudgeWill = 1
   <!--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-->


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   <!--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-->


| SpecialDefenses =  
| SpecialDefenses = DR 2/-
   <!--Put any DR or ER values here-->
   <!--Put any DR or ER values here-->


| StrongAgainst =  
| StrongAgainst = Hardened (half damage): precision damage, critical hits
::* Immune (no effect): flanking, poison, sleep, bleed, paralysis, stunning
   <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->
   <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


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   <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->
   <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


| MoveTypes = Walk 30 ft.
| MoveTypes = Walk 20 ft., Earth Glide 20 ft.
   <!--Other move types as needed-->
   <!--Other move types as needed-->


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<!--  GENERAL ATTACK INFORMATION  -->
<!--  GENERAL ATTACK INFORMATION  -->


| MeleeOrNatural = Natural
| MeleeOrNatural = Melee
   <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->
   <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->


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<!--  PRIMARY ATTACK INFORMATION  -->
<!--  PRIMARY ATTACK INFORMATION  -->


| PriAtkName =  
| PriAtkName = Smash
   <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
   <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->


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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-->




<!--  ABILITY SCORES  -->
<!--  ABILITY SCORES  -->
| Str =  
| Str = 16
| Dex =  
| Dex = 8
| Con =  
| Con = 13
| Int =  
| Int = 4
| Wis =  
| Wis = 11
| Cha =  
| Cha = 11


| NudgeCMB =  
| NudgeCMB =  
  <!--CR 1 CMB = +3 -->
| CMBNotes =  
| CMBNotes =  
   <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
   <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->


| NudgeCMD =  
| NudgeCMD =  
  <!--CR 1 CMD = 15 -->
| CMDNotes =  
| CMDNotes =  
   <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
   <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
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<!--  SKILLS  -->
<!--  SKILLS  -->


| Skill1 =  
| Skill1 = Climb
| Skill2 =
| Skill2 =
| Skill3 =
| Skill3 =
| Skill4 =
| Skill4 =


| NudgeSkill1 =  
| NudgeSkill1 = 2
| NudgeSkill2 =
| NudgeSkill2 =
| 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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<!--  LANGUAGES  -->
<!--  LANGUAGES  -->


| Languages =  
| Languages = Terran
   <!--Comma-separated list-->
   <!--Comma-separated list-->




<!--  SPECIAL ABILITIES VARIABLES:
<!--  SPECIAL ABILITIES   -->
 
Put these variables directly in the description text of the special ability to insert numbers appropriate to the monster's CR.
 
{{#var:Special#ToHit}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts the monster's to-hit value for attacks against normal AC.
 
{{#var:Special#TouchAttack}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts the monster's to-hit value for a touch attack.
 
{{#var:Special#SaveDC}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts a save DC for a special attack. Output will be just the number for the save.
 
{{#var:Special#StandardDmg}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts damage numbers for a standard or AOE special attack.
 
{{#var:Special#SwiftDmg}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts damage numbers for a swift action attack or attack with status conditions.
 
{{#var:Special#AlphaDmg}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts damage numbers for an alpha strikes; reserved primarily for threats, villains and dragons.
 
-->




<!--  SPECIAL ABILITIES   -->
<!--  ROLE-BASED SPECIAL ABILITIES -->


| HideRoleReminder1 =  
| HideRoleReminder1 =  
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<!--  SPECIAL ABILITY 1  -->
<!--  SPECIAL ABILITY 1  -->


| Ability-1-Name =  
| Ability-1-Name = Upheaval


| Ability-1-Type =  
| Ability-1-Type = Su
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


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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 =  
| Ability-1-Description = Once per encounter as a full attack, 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 damage.
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special1SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special1StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->


| NudgeAbility1ToHit =  
| NudgeAbility1ToHit =  
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<!--  SPECIAL ABILITY 2  -->
<!--  SPECIAL ABILITY 2  -->


| Ability-2-Name =  
| Ability-2-Name = Earth Glide


| Ability-2-Type =  
| Ability-2-Type = Su
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description =  
| Ability-2-Description = Earth Glide is a much better version of burrow. Earth Glide allows the possessor to move through soil, gravel, sand, solid rock, or any other form of earth. This movement may be done without disturbing the material in the slightest, or, if you glide at half speed, a ten foot square passage may be formed that is permanent. If protection from heat is provided, Earth Glide can even be used on lava. Earth Glide cannot be used to attack from 'within' a mass of earth in any case. All attacks must be made from the surface where they are free to move.
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special2SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special2StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->


| NudgeAbility2ToHit =  
| NudgeAbility2ToHit =  
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| Ability-3-Description =  
| Ability-3-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special3SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special3StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->


| NudgeAbility3ToHit =  
| NudgeAbility3ToHit =  
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| Ability-4-Description =  
| Ability-4-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special4SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special4StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->


| NudgeAbility4ToHit =  
| NudgeAbility4ToHit =  
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| Ability-5-Description =  
| Ability-5-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special5SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special5StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->


| NudgeAbility5ToHit =  
| NudgeAbility5ToHit =  
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| Ability-6-Description =  
| Ability-6-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special6SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special6StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->


| NudgeAbility6ToHit =  
| NudgeAbility6ToHit =  
Line 506: Line 555:


| Ability-7-Description =  
| Ability-7-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special7SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special7StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->


| NudgeAbility7ToHit =  
| NudgeAbility7ToHit =  
Line 539: Line 596:


| Ability-8-Description =  
| Ability-8-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special8SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special8StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->


| NudgeAbility8ToHit =  
| NudgeAbility8ToHit =  
Line 572: Line 637:


| Ability-9-Description =  
| Ability-9-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special9SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special9StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->


| NudgeAbility9ToHit =  
| NudgeAbility9ToHit =  
Line 596: Line 669:
<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics =  
| CombatTactics = 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.
 
: Earth elementals are slow, stubborn things and will rarely break off an attack once begun. If they do decide to flee, they will Earth Glide away.




Line 602: Line 677:
<!--  OUT OF COMBAT  -->
<!--  OUT OF COMBAT  -->


| OutOfCombat =  
| OutOfCombat = 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.
 
: 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.




}}
}}

Revision as of 16:04, 13 June 2016

Elemental, Small Earth (Summoned) (CR 1)

Neutral - Small - Outsider (Elemental; Earth)
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
14
Man Def
Shield Icon 3.png
15
Monster Health
31 15 2
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +5
Refl: +0
Will: +1

Strong Against:

  • DR 2/-
  • Hardened (half damage): precision damage, critical hits
  • Immune (no effect): flanking, poison, sleep, bleed, paralysis, stunning
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 Smash +3 (1d4/19-20 x2)
    as undefined damage type

Full Attack (Melee):

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

Standard Attack (Ranged):

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, 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 damage.

Earth Glide (Su)

Earth Glide is a much better version of burrow. Earth Glide allows the possessor to move through soil, gravel, sand, solid rock, or any other form of earth. This movement may be done without disturbing the material in the slightest, or, if you glide at half speed, a ten foot square passage may be formed that is permanent. If protection from heat is provided, Earth Glide can even be used on lava. Earth Glide cannot be used to attack from 'within' a mass of earth in any case. All attacks must be made from the surface where they are free to move.

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.

Earth elementals are slow, stubborn things and will rarely break off an attack 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.

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)