Elementals! Get yur Elementals 'ere!

You want something new? The normal types of Elementals getting you down? Finding that the semi-demi-earth-alpha-particle Elementals just aren't cutting it? Throw your eyes on this heap of razors.

Air Elementals

At the start of your turn, if you are in 5 feet of the elemental, make a DC X constitution saving throw or be blinded until the end of your next turn.
If you are hit by a Sandstorm elemental’s attack whilst sharing a space with it, your armour or shield lose a point of armour if you fail a DC X - 3 constitution saving throw.
If a Sandstorm elemental take fire damage part of it hardens into glass. It gains resistance to slashing and piercing damage until the end of its next turn, but it uses strength rather than dexterity to attack.

Sandstorm elementals generally aren't all that different to regular Air Elementals, though they have mastered the art of standing still, something they picked up on from their slight attunement to elemental earth. Their favourite tactic is to just, lie down on top of some of the larger dunes, and wait for travellers to pass by, and then tear down the slopes of sand and rush into, among, and sometimes through the surprised victims.
Fire is just about the only thing it fears, which is a strange thing for an elemental to feel, given their usual lack of emotions. It can be quite random just how this fear manifests, but once part of the Elemental has been turned to glass, it definitely discovers that actually, it really really, really doesn't like it.
More than once a group of particularly smug adventurers proclaiming that they have solved the riddle of the Sandstorm Elemental have been found brained and leaking into the sand, shards of glass stuck out of their flesh like feathers.

If you are within 30 feet of the Tornado elemental at the end of your turn, or you are hit by a tornado elemental’s attack, make a DC X strength saving throw or be moved 10 feet closer to the elemental.
If you share a space with the Tornado elemental at the start of your turn, make DC X strength saving throw or be sucked up, as if swallowed.
If you are sucked up by a Tornado elemental, it can throw you Xd4 x 10 feet away. You take d6 falling damage for each 10 feet rolled.

Tornado Elementals are really just regular Air Elementals, only much, much angrier.
They are fond of picking things up, and throwing them. Like cows, people, small houses, small villages, large villages, and paper weights. Some attribute this to a lack of intelligence for its type on the Elemental's part. The more learned contend that it merely doesn't care for subtlety.
And given its status as being the largest type of Elemental outside of some of the more grotesquely large Earth Elementals, its hard to begrudge them that.
Strangely, some people actually take up following the paths of Tornado Elementals to "watch them", much to the Elemental's annoyance. Its safe to say that generally, those that follow a Tornado Elemental generally don't go on to doing much else in life.

Normally quite docile.
Breeze elementals can cast guidance as an action, but only for strength or dexterity checks.
As an action, the Breeze elemental can make an attack against you. If the attack hits, you subtract a d4 from your next strength or dexterity check.
If a Breeze elemental is within 5 feet of at least 3 other Breeze elementals, as an action it can swarm together with the others to create a Swarm of Breeze Elementals, which has the stats of an Air Elemental.

Actually quite pleasant to be around. About the same size and temperament as a small dog, they particularly like to fluff up loose articles of clothing and steal umbrellas. As they are only ever really dangerous when swarming, they are among the more popular of Elemental companions among the more thaumaturgically inclined.

If you share a space with a smoke elemental at the start of your turn, you must make a DC X constitution saving throw or choke on the ash. For this turn, you may only take an action or a bonus action, but not both. If you use your action to attack more than once, or cast a spell of 3rd level or high, make another constitution save with the same DC. If you fail, your action is wasted.
You are always treated as being in dim light whilst sharing a space with a Smoke elemental.
A strong wind that moves through a Smoke elemental’s space causes it to be incapacitated until the end of its next turn as it reforms itself.

What happens when an Fire Elemental dies?
Strackivarius von Unstalt posits that just as Rain, Life, and Artists go through various cycles in their long existences, so too do the elements. The earth over uncountable aeons eventually sinks down and down to the molten heart of the world at some point reaches some incandescent point, and bursts forth into lava and flame, and the Air eventually tires of its lofty home and slops back down to the world beneath as rain. Similarly, he supposes, that Fire, when it has finally burnt out all that is around it, must burn out itself, and from its charred, blackened corpse-flakes, a new element must be born.
Others call poppycock to all that and say that its just what happens when an Air Elemental and a Fire Elemental love each other very much, and you shouldn't go and try and spoil all that with your neat little theories. Science still has some distance to go, of course.

Earth Elementals

Resistant to Bludgeoning, Piercing, and Slashing. If it takes damage from a type of damage it is resistant to, that damage is divided by four, rather than two.
If a Diamond Elemental is within an area of Bright light, creatures that can see it must make a DC X constitution save at the start of each of their turns. If they fail, they are blinded until the start of their next turn.
When a Diamond elemental dies, it leaves behind treasure equal to d100 x the Elementals original hit point total gp’s worth of diamonds.

Diamond Elementals are very, very rarely seen. Much of that has to do with their natural habitat. Those deep, subterranean vaults which no light has ever scratched itself into, into which no airs have ever slinked. They exist under such intense pressures, that even colour itself is crushed out of them. Its rumoured that they are treated as judges and arbitrators among elemental-kind as all weakness and flaw have fled screaming from their unfathomably hard being.
One was once sighted very deep beneath the sea, but it turned out to merely on a diplomatic mission.
They are, inevitably, exceptionally highly valued on the surface world for the vast value a Diamond Elemental's corpse-shell holds. Wars have and will be continued to be fought over the haul taken from the Elemental slain in the Dwarven kingdom of Duru Khazahk (now of course, split into the 29 dwarven kingdoms of the Khazar Mountains, though they all swear blind the Diamonds and said Diamond's rightful ownership had nothing to do with the despicable civil wars that broke out shortly after its discovery). Some Churches even claim them to be messengers from the very Gods themselves, given Diamond's properties in their use in the more powerful restorative rituals.

When a Flint Elemental takes more than X damage in a single turn, a nodule of flint is struck off. After the first nodule is struck off, its damage increases by 1 dice, and it deals slashing damage. After the third nodule is struck off, its damage increases by a further dice, and it deals piercing damage.
Nodules that are struck off turn into Flintlings at initiative 0. The deal rubbish slashing damage.

[Look, I'll just come back to this whole like, descriptive text stuff later okay. Add it to the list.]

Normally quite docile.
A Soil elemental can cast mending, using plants, wood, and other growing things to repair the object.
As a reaction a soil elemental can add its proficiency bonus to its AC for one attack, as it grows a viney, wooden shield.
When a creature moves within 10 feet of a Soil elemental, or moves beyond 10 feet of a Soil elemental, as a reaction the elemental can make an attack of opportunity against it.

A Clay elemental can mimic any object, but not its colours, similar to an animated armour.
A Clay elemental that takes fire damage bakes, and increases its AC by 2, but becomes vulnerable to bludgeoning, and it deals an additional damage die. A Clay elemental that is brought into contact with water softens, decreasing its AC by 2, becoming resistant to slashing and piercing damage, and decreasing its damage die by 1. Dealing fire damage to a softened Clay elemental reverses the change. Exposing a Baked Clay elemental reverses those changes too.

Fire Elementals

Normally quite docile.   
An Ember elemental that would take fire damage of more than half its maximum hit points reignites, with the stats of a fully fledged fire elemental. Damage the Ember elemental had sustained before it reignited carries over to its new form.
An Ember elemental hit by a weapon attack spews out d4 Spark elementals in spaces no more than 10 feet away from it.
The remains of a destroyed Ember Elemental can be reignited with a source of fire applied to it over the course of d4 hours. At the end of that time period, the Ember elemental is recreated with 1 hit point.

At the start of a player’s turn, they must make a DC X or be blinded. At the end of each turn they must make the save again. Once they have made three successful saves, they are no longer blinded, and each further save against this ability they make ends the effect on a successful save. If they fail 3 saves they are permanently blinded. You can avert your gaze in the same manner as you would against umber hulks.
When the Coronal elemental attacks, it targets a creature that is within 20 feet of it, and all other creatures within 15 feet of of both it and the target must make a DC X dex save or take the attack’s damage.
When attacking a Coronal elemental with a melee weapon, your attacks are made at advantage. However, when you miss an attack against a Coronal elemental, you must make a DC X strength saving throw, or you weapon is sucked out of your hand and into the Coronal elemental. You can retrieve the weapon with an action, but you take the elemental’s contact damage. If you do not retrieve the weapon by the end of your next turn, the weapon is destroyed if it is non-magical.

The Lightning elemental can dash as a bonus action, and attacks of opportunity made against it are made with disadvantage.
Once a Lightning elemental has hit a creature, it cannot target that creature with an attack until that creature moves into a different space.
Attacks a Lightning elemental makes against creatures wearing metal armour are made at advantage.

This creature is actually a swarm of small Spark Elementals.
When a Swarm of Spark elementals is within 5 feet of a source of open flame, it can absorb part of the flame as an action, extinguishing it. The swarm then rolls one of its hit die and gaining that many hit points. This can bring its hit point total above is normal maximum.
When a creature within 10 feet of the Swarm of Spark elementals takes fire damage, as a reaction the Swarm of Spark elementals gives the target of the attack resistance to fire damage, and regains hit points equal to the amount of damage the creature took. This can bring its hit point total above is normal maximum.
When a Swarm of Spark elementals has hit points equal to double its normal hit point maximum it explodes into a fully fledged Fire elemental, with a hit point total equal to the number of hit points the Swarm of Spark elementals had.

Water Elementals

A creature that starts its turn within 30 feet of the Trench elemental has its movement speed halved. A creature that starts its turn within 10 feet of the Trench elemental has a movement speed of 5 feet unless its speed would be lower, and it can only take an action or a bonus action, not both. A creature that shares a space with a Trench elemental is incapacitated as long as it shares a space with the Trench elemental. Additionally, all weapon attack rolls that target a Trench elemental, or a creature affected by its depth pressure aura are made at disadvantage.
A creature that hits a Trench elemental with a melee attack must make a Strength saving throw with DC X; on a failure it takes 2d6 bludgeoning damage and is moved 5 feet away from the elemental. On a success the creature takes half of the damage and is not moved.
As an action, a Trench elemental can deploy a lure, which gives off enough light that it can be seen in darkness without revealing anything else. A creature within 20 feet of the lure must make a DC X wisdom saving throw, or become incapacitated as it is totally entranced by the lure.
A Trench elemental has advantage on stealth checks in dim light or darker.

A creature that takes damage from a Stagnant elemental’s attacks must make a DC X constitution saving throw or be poisoned for one minute. On a success they are poisoned until the end of their next turn.
At the end of combat, a creature that made a melee weapon attack against a Stagnant elemental, or was hit by a stagnant elemental’s attack while wearing armour, must roll a d4, taking away 1 from the result. The weapon now has a negative modifier on to hit and damage rolls equal to the result of the roll, and an armour’s Armour Class is lowered by the result of the roll. This modifier lasts until the end of a long rest, during which the equipment can be cleaned and repaired.
A creature who starts their turn within 30 feet of a Stagnant elemental must make a Constitution saving throw, with a DC of X. Creatures who fail the saving throw are incapacitated for one minute, but can repeat the saving throw at the end of each of their turns, ending the condition on a success. A creature who successfully saves against this effect, or ends the incapacitated condition from this feature, is immune to this feature for 24 hours.

Normally quite docile.
A Surf elemental can dash as a bonus action. Attacks of opportunity triggered by this movement are made at disadvantage.
As an action, a Surf elemental can cast guidance on a creature of its choice that it can see within 60 feet. The effect can only be used on nautically-based actions and checks.
When a Surf elemental uses its action to dash, the speed from that dash is flight speed.

An Ice elemental freezes all water in containers within 30 feet of it, and larger bodies of water develop a layer of ice on their surface. Medium or large creatures that aren’t Ice or Water elementals that stand on the ice must make a Dexterity saving throw if they move more than half of their movement speed each turn. The DC for this save is X, and on a failure the creature breaks the ice they are standing on and fall into the water below.
Ice elementals never break Ice that they stand on, and can move through it, in a way similar to meld through stone.

A creature that is critically hit by an Ice elemental must make a DC X strength saving throw, or become frozen, and incapacitated for one minute. The frozen creature can repeat the save at the end of their turns, ending the result on a success. A creature within 5 feet of a frozen creature may use their action to make a strength check. If the result of the check is higher than the DC of the Strength save, the ice is broken, and the effect ends on the frozen creature.

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