Sunday 6 September 2020

Monster: Storm Elemental

Monster: Storm Elemental

While D&D 3.5 dropped the quasielemental planes, the storm elemental still makes an appearance
there. I guess it's supposed to be something different from the lightning quasielemental.

 

Storm Elemental [Monster Manual III, page 48]

278 points
Attribute Modifiers: ST-4 [-40]; DX-1 [-20]; IQ-2 [-40]; HT-3 [-30].
Secondary Characteristic Modifiers: SM-1; HP+2 [4].
Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Unaging [15].
    Energy Absorption (E,S) [170]: DR 20 (Absorption, Healing, +80%; Limited, Electricity, Sound, -35%) [145] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10] + Immunity to Noxious Sonic Effects [10].
    Storm Aura [32]: Burning Attack 1d (Area Effect, 4 yards, +100%; Aura, +80%; Bombardment, Skill 12, -10%; Link, +10%; Magical, -10%; Melee Attack, Reach C, -30%; Side Effect, Stunning, +50%; Surge, +20%) [16] + Burning Attack 1d (Area Effect, 4 yards, +100%; Aura, +80%; Bombardment, Skill 12, -10%; Link, +10%; Magical, -10%; Melee Attack, Reach C, -30%; Side Effect, Deafness, +70%) [16].
Disadvantages: No Fine Manipulators [-30]; Noisy 2 [-4]; Vulnerability (Vacuum and wind-based attacks, x2) [-20].
Features: No Legs (Aerial).  
Notes: Height 4 ft., Weight 1 lb.
Creature Type: Elemental (Air).

Typical Stats – Miniature (230 points)

ST:

3

HP:

5

Speed:

4

DX:

9

Will:

8

Move:

8 air

IQ:

8

Per:

8

 

 

HT:

7

FP:

7

SM:

-1

Dodge:

7

Parry:

7 (unarmed)

DR:

20 (vs. electricity and sound)

    Punch (9): thrust 1d-6 crushing (KYOS: 1d-10 crushing), Reach C.
    Electricity Absorption: The storm elemental has DR 20 against electricity and sound, is immune to electrical conduction, noxious electrical effects, and noxious sonic effects. Each point of damage this DR stops turns into one character point that the storm elemental can use to heal itself. These points are stored into a pool that can contain up to 20 character points. Once this pool is full, each point of DR will still stop one point of electricity or sonic damage, but will not convert it into a character point. The storm elemental does not have to use stored points immediately. It loses absorbed points – unused ones first – at the rate of one point per second. Restoring one HP drains 2 stored points immediately. Such healing is permanent. Only HP in excess of the storm elemental’s usual scores drains away. The storm elemental cannot absorb damage from its own abilities.
    Storm Aura: The storm elemental is constantly surrounded by electric discharges. Each second, every creature within 4 yards of the storm elemental is attacked by a thunderbolt with an effective skill of 12, modified only by the Size Modifier of the target. This thunderbolt deals 1d-2 burning surge damage from the electric discharge and linked 1d-2 non-incendiary burning damage from sonic vibrations. If any electrical damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover. If any sonic damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or suffer gain Deafness (p. B129) for (20-HT) minutes (minimum 1 minute).

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical Effects; Immunity to Noxious Sonic Effects; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Noisy 2; Unaging; Vulnerability (Vacuum and wind-based attacks, x2).
    Notes: Height 2 ft., Weight 0.4 lb.
    Creature Type: Elemental (Air).

Typical Stats – Small (278 point)

ST:

6

HP:

8

Speed:

4

DX:

9

Will:

8

Move:

8 air

IQ:

8

Per:

8

 

 

HT:

7

FP:

7

SM:

-1

Dodge:

7

Parry:

7 (unarmed)

DR:

20 (vs. electricity and sound)

    Punch (9): thrust 1d-5 crushing (KYOS: 1d-7 crushing), Reach C.
    Electricity Absorption: The storm elemental has DR 20 against electricity and sound, is immune to electrical conduction, noxious electrical effects, and noxious sonic effects. Each point of damage this DR stops turns into one character point that the storm elemental can use to heal itself. These points are stored into a pool that can contain up to 20 character points. Once this pool is full, each point of DR will still stop one point of electricity or sonic damage, but will not convert it into a character point. The storm elemental does not have to use stored points immediately. It loses absorbed points – unused ones first – at the rate of one point per second. Restoring one HP drains 2 stored points immediately. Such healing is permanent. Only HP in excess of the storm elemental’s usual scores drains away. The storm elemental cannot absorb damage from its own abilities.
    Storm Aura: The storm elemental is constantly surrounded by electric discharges. Each second, every creature within 4 yards of the storm elemental is attacked by a thunderbolt with an effective skill of 12, modified only by the Size Modifier of the target. This thunderbolt deals 1d burning surge damage from the electric discharge and linked 1d non-incendiary burning damage from sonic vibrations. If any electrical damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover. If any sonic damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or suffer gain Deafness (p. B129) for (20-HT) minutes (minimum 1 minute).

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical Effects; Immunity to Noxious Sonic Effects; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Noisy 2; Unaging; Vulnerability (Vacuum and wind-based attacks, x2).
    Notes: Height 4 ft., Weight 1 lb.
    Creature Type: Elemental (Air).

Typical Stats – Medium (358 points)

ST:

10

HP:

12

Speed:

4.5

DX:

10

Will:

8

Move:

9 air

IQ:

8

Per:

8

 

 

HT:

8

FP:

8

SM:

+1

Dodge:

7

Parry:

8 (unarmed)

DR:

20 (vs. electricity and sound)

    Punch (10): thrust 1d-3 crushing, Reach C-1.
    Electricity Absorption: The storm elemental has DR 20 against electricity and sound, is immune to electrical conduction, noxious electrical effects, and noxious sonic effects. Each point of damage this DR stops turns into one character point that the storm elemental can use to heal itself. These points are stored into a pool that can contain up to 20 character points. Once this pool is full, each point of DR will still stop one point of electricity or sonic damage, but will not convert it into a character point. The storm elemental does not have to use stored points immediately. It loses absorbed points – unused ones first – at the rate of one point per second. Restoring one HP drains 2 stored points immediately. Such healing is permanent. Only HP in excess of the storm elemental’s usual scores drains away. The storm elemental cannot absorb damage from its own abilities.
    Storm Aura: The storm elemental is constantly surrounded by electric discharges. Each second, every creature within 4 yards of the storm elemental is attacked by a thunderbolt with an effective skill of 12, modified only by the Size Modifier of the target. This thunderbolt deals 1d+1 burning surge damage from the electric discharge and linked 1d+1 non-incendiary burning damage from sonic vibrations. If any electrical damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover. If any sonic damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or suffer gain Deafness (p. B129) for (20-HT) minutes (minimum 1 minute).

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical Effects; Immunity to Noxious Sonic Effects; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Noisy 2; Unaging; Vulnerability (Vacuum and wind-based attacks, x2).
    Notes: Height 8 ft., Weight 2 lb.
    Creature Type: Elemental (Air).

Typical Stats – Large (410 points (KYOS: 446 points))

ST:

15

HP:

17

Speed:

4.75

DX:

10

Will:

9

Move:

9 air

IQ:

9

Per:

9

 

 

HT:

9

FP:

9

SM:

+3

Dodge:

7

Parry:

8 (unarmed)

DR:

20 (vs. electricity and sound)

    Punch (10): thrust 1d crushing (KYOS: 1d+2 crushing), Reach C-2.
    Electricity Absorption: The storm elemental has DR 20 against electricity and sound, is immune to electrical conduction, noxious electrical effects, and noxious sonic effects. Each point of damage this DR stops turns into one character point that the storm elemental can use to heal itself. These points are stored into a pool that can contain up to 20 character points. Once this pool is full, each point of DR will still stop one point of electricity or sonic damage, but will not convert it into a character point. The storm elemental does not have to use stored points immediately. It loses absorbed points – unused ones first – at the rate of one point per second. Restoring one HP drains 2 stored points immediately. Such healing is permanent. Only HP in excess of the storm elemental’s usual scores drains away. The storm elemental cannot absorb damage from its own abilities.
    Storm Aura: The storm elemental is constantly surrounded by electric discharges. Each second, every creature within 4 yards of the storm elemental is attacked by a thunderbolt with an effective skill of 12, modified only by the Size Modifier of the target. This thunderbolt deals 1d+2 burning surge damage from the electric discharge and linked 1d+2 non-incendiary burning damage from sonic vibrations. If any electrical damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover. If any sonic damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or suffer gain Deafness (p. B129) for (20-HT) minutes (minimum 1 minute).

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical Effects; Immunity to Noxious Sonic Effects; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Noisy 2; Unaging; Vulnerability (Vacuum and wind-based attacks, x2).
    Notes: Height 16 ft., Weight 4 lb.
    Creature Type: Elemental (Air).

Typical Stats – Huge (456 points (KYOS: 538 points))

ST:

20

HP:

22

Speed:

5

DX:

10

Will:

10

Move:

10 air

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

+5

Dodge:

8

Parry:

8 (unarmed)

DR:

20 (vs. electricity and sound)

    Punch (10): thrust 1d+2 crushing (KYOS: 3d-1 crushing), Reach C-5.
    Electricity Absorption: The storm elemental has DR 20 against electricity and sound, is immune to electrical conduction, noxious electrical effects, and noxious sonic effects. Each point of damage this DR stops turns into one character point that the storm elemental can use to heal itself. These points are stored into a pool that can contain up to 20 character points. Once this pool is full, each point of DR will still stop one point of electricity or sonic damage, but will not convert it into a character point. The storm elemental does not have to use stored points immediately. It loses absorbed points – unused ones first – at the rate of one point per second. Restoring one HP drains 2 stored points immediately. Such healing is permanent. Only HP in excess of the storm elemental’s usual scores drains away. The storm elemental cannot absorb damage from its own abilities.
    Storm Aura: The storm elemental is constantly surrounded by electric discharges. Each second, every creature within 4 yards of the storm elemental is attacked by a thunderbolt with an effective skill of 12, modified only by the Size Modifier of the target. This thunderbolt deals 2d burning surge damage from the electric discharge and linked 2d non-incendiary burning damage from sonic vibrations. If any electrical damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover. If any sonic damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or suffer gain Deafness (p. B129) for (20-HT) minutes (minimum 1 minute).

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical Effects; Immunity to Noxious Sonic Effects; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Noisy 2; Unaging; Vulnerability (Vacuum and wind-based attacks, x2).
    Notes: Height 32 ft., Weight 8 lb.
    Creature Type: Elemental (Air).

Typical Stats – Greater (504 points (KYOS: 602 points))

ST:

22

HP:

24

Speed:

5.75

DX:

12

Will:

10

Move:

11 air

IQ:

10

Per:

10

 

 

HT:

11

FP:

11

SM:

+5

Dodge:

8

Parry:

9 (unarmed)

DR:

20 (vs. electricity and sound)

    Punch (12): thrust 2d-1 crushing (KYOS: 3d+1 crushing), Reach C-5.
    Electricity Absorption: The storm elemental has DR 20 against electricity and sound, is immune to electrical conduction, noxious electrical effects, and noxious sonic effects. Each point of damage this DR stops turns into one character point that the storm elemental can use to heal itself. These points are stored into a pool that can contain up to 20 character points. Once this pool is full, each point of DR will still stop one point of electricity or sonic damage, but will not convert it into a character point. The storm elemental does not have to use stored points immediately. It loses absorbed points – unused ones first – at the rate of one point per second. Restoring one HP drains 2 stored points immediately. Such healing is permanent. Only HP in excess of the storm elemental’s usual scores drains away. The storm elemental cannot absorb damage from its own abilities.
    Storm Aura: The storm elemental is constantly surrounded by electric discharges. Each second, every creature within 4 yards of the storm elemental is attacked by a thunderbolt with an effective skill of 12, modified only by the Size Modifier of the target. This thunderbolt deals 2d+1 burning surge damage from the electric discharge and linked 2d+1 non-incendiary burning damage from sonic vibrations. If any electrical damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover. If any sonic damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or suffer gain Deafness (p. B129) for (20-HT) minutes (minimum 1 minute).

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical Effects; Immunity to Noxious Sonic Effects; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Noisy 2; Unaging; Vulnerability (Vacuum and wind-based attacks, x2).
    Notes: Height 36 ft., Weight 10 lb.
    Creature Type: Elemental (Air).

Typical Stats – Elder (570 points (KYOS: 664 points))

ST:

24

HP:

26

Speed:

6

DX:

13

Will:

11

Move:

12 air

IQ:

11

Per:

11

 

 

HT:

11

FP:

11

SM:

+5

Dodge:

9

Parry:

9 (unarmed)

DR:

20 (vs. electricity and sound)

    Punch (13): thrust 2d crushing (KYOS: 4d-1 crushing), Reach C-5.
    Electricity Absorption: The storm elemental has DR 20 against electricity and sound, is immune to electrical conduction, noxious electrical effects, and noxious sonic effects. Each point of damage this DR stops turns into one character point that the storm elemental can use to heal itself. These points are stored into a pool that can contain up to 20 character points. Once this pool is full, each point of DR will still stop one point of electricity or sonic damage, but will not convert it into a character point. The storm elemental does not have to use stored points immediately. It loses absorbed points – unused ones first – at the rate of one point per second. Restoring one HP drains 2 stored points immediately. Such healing is permanent. Only HP in excess of the storm elemental’s usual scores drains away. The storm elemental cannot absorb damage from its own abilities.
    Storm Aura: The storm elemental is constantly surrounded by electric discharges. Each second, every creature within 4 yards of the storm elemental is attacked by a thunderbolt with an effective skill of 12, modified only by the Size Modifier of the target. This thunderbolt deals 2d+2 burning surge damage from the electric discharge and linked 2d+2 non-incendiary burning damage from sonic vibrations. If any electrical damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover. If any sonic damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or suffer gain Deafness (p. B129) for (20-HT) minutes (minimum 1 minute).

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical Effects; Immunity to Noxious Sonic Effects; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Noisy 2; Unaging; Vulnerability (Vacuum and wind-based attacks, x2).
    Notes: Height 40 ft., Weight 12 lb.
    Creature Type: Elemental (Air).

Typical Stats – Monolith (616 points (KYOS: 752 points))

ST:

42 (KYOS: 27)

HP:

42

Speed:

6.5

DX:

13

Will:

11

Move:

13 air

IQ:

11

Per:

11

 

 

HT:

13

FP:

13

SM:

+6

Dodge:

9

Parry:

9 (unarmed)

DR:

20 (vs. electricity and sound)

    Punch (13): thrust 4d crushing (KYOS: 5d-2 crushing), Reach C-7.
    Electricity Absorption: The storm elemental has DR 20 against electricity and sound, is immune to electrical conduction, noxious electrical effects, and noxious sonic effects. Each point of damage this DR stops turns into one character point that the storm elemental can use to heal itself. These points are stored into a pool that can contain up to 20 character points. Once this pool is full, each point of DR will still stop one point of electricity or sonic damage, but will not convert it into a character point. The storm elemental does not have to use stored points immediately. It loses absorbed points – unused ones first – at the rate of one point per second. Restoring one HP drains 2 stored points immediately. Such healing is permanent. Only HP in excess of the storm elemental’s usual scores drains away. The storm elemental cannot absorb damage from its own abilities.
    Storm Aura: The storm elemental is constantly surrounded by electric discharges. Each second, every creature within 4 yards of the storm elemental is attacked by a thunderbolt with an effective skill of 12, modified only by the Size Modifier of the target. This thunderbolt deals 3d burning surge damage from the electric discharge and linked 3d non-incendiary burning damage from sonic vibrations. If any electrical damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover. If any sonic damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or suffer gain Deafness (p. B129) for (20-HT) minutes (minimum 1 minute).

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical Effects; Immunity to Noxious Sonic Effects; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Noisy 2; Unaging; Vulnerability (Vacuum and wind-based attacks, x2).
    Notes: Height 60 ft., Weight 19 lb.
    Creature Type: Elemental (Air).

Typical Stats – Primal (672 points (KYOS: 834 points))

ST:

55 (KYOS: 30)

HP:

57

Speed:

6.75

DX:

13

Will:

11

Move:

13 air

IQ:

11

Per:

11

 

 

HT:

14

FP:

14

SM:

+7

Dodge:

9

Parry:

9 (unarmed)

DR:

20 (vs. electricity and sound)

    Punch (13): thrust 5d+1 crushing, Reach C-10.
    Electricity Absorption: The storm elemental has DR 20 against electricity and sound, is immune to electrical conduction, noxious electrical effects, and noxious sonic effects. Each point of damage this DR stops turns into one character point that the storm elemental can use to heal itself. These points are stored into a pool that can contain up to 20 character points. Once this pool is full, each point of DR will still stop one point of electricity or sonic damage, but will not convert it into a character point. The storm elemental does not have to use stored points immediately. It loses absorbed points – unused ones first – at the rate of one point per second. Restoring one HP drains 2 stored points immediately. Such healing is permanent. Only HP in excess of the storm elemental’s usual scores drains away. The storm elemental cannot absorb damage from its own abilities.
    Storm Aura: The storm elemental is constantly surrounded by electric discharges. Each second, every creature within 4 yards of the storm elemental is attacked by a thunderbolt with an effective skill of 12, modified only by the Size Modifier of the target. This thunderbolt deals 3d+2 burning surge damage from the electric discharge and linked 3d+2 non-incendiary burning damage from sonic vibrations. If any electrical damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover. If any sonic damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or suffer gain Deafness (p. B129) for (20-HT) minutes (minimum 1 minute).

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical Effects; Immunity to Noxious Sonic Effects; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Noisy 2; Unaging; Vulnerability (Vacuum and wind-based attacks, x2).
    Notes: Height 80 ft., Weight 24 lb.
    Creature Type: Elemental (Air).

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