Saturday, 12 September 2020

Monsters: Element Creatures

Monsters: Element Creatures

Manual of the Planes for D&D 3.0 features a set of templates that turn normal creatures into
elementals. Basically, they are the elemental variants of the "celestial/fiendish" templates. I decided against making them into lenses, but to just convert the example creatures by combining the normal creatures with some traits of the elemental creature. I did use the air element squids in one of my games. They are strong.

 

Air Element Squid [Manual of the Planes, page 191]

287 points
Attribute Modifiers: ST-4 [-40]; DX+3 [60]; IQ-7 [-140]; HT+2 [20].
Secondary Characteristic Modifiers: SM-1; Will+7 [35]; Per+5 [25].
Advantages: Chameleon 2 [10]; Constriction Attack [15]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Enhanced Move 1 (Air; Costs Fatigue, 1 FP/minute, -5%) [19]; Extra Arms 6 (Extra-Flexible, +50%) [90]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Peripheral Vision [15]; Sharp Beak [1].
    Ink [42]: Obscure 4 (Smell; Drifting, +20%; Limited Use, 4/day, -20%; Link, +10%; Persistent, +40%) [12] + Obscure 10 (Vision; Drifting, +20%: Limited Use, 4/day, -20%; Link, +10%; Persistent, +40%) [30].
Disadvantages: Bad Grip 1 [-5]; Fearfulness 1 [-2]; Invertebrate [-20]; Short Lifespan 2 [-20]; Vulnerability (Vacuum and wind-based attacks, x2) [-20]; Wild Animal (with Mute) [-40].
Features: No Legs (Aerial).
Perks: Polarization Detection [1].
Creature Type: Elemental (Air).

Typical Stats

ST:

6

HP:

6

Speed:

6.25

DX:

13

Will:

10

Move:

12 air

IQ:

3

Per:

8

 

 

HT:

12

FP:

12

SM:

-1

Dodge:

9

Parry:

10 (unarmed)

DR:

-

    Tentacle Grapple (26): The tentacles are not very strong, but the air element squid has many of them. Wrestling at DX+1 gives the squid a ST score of 7 for the purpose of grappling. The air element squid has Constriction Attack. Effective skill 26 includes a +14 bonus for using 8 tentacles at once. Reach C.
    Sharp Beak (13): thrust -5 large piercing (KYOS: 1d-7 large piercing), Reach C.
    Ink: An air element squid may fill a two-yard-radius area with black ink. No one can see into the affected area, and no one within the affected area can see anything; see p. B394 for combat rules. In addition, this ink cloud imposes a -4 penalty on Smell rolls. A squid can use this ability only 4 times per day, and only air. Once created, the cloud persists for 10 seconds, drifting with the wind.

    Traits: Bad Grip 1; Chameleon 2; Constriction Attack; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Enhanced Move 1 (Air; Costs Fatigue, 1 FP/minute); Extra Arms 6 (Extra-Flexible); Fearfulness; Flight (Lighter Than Air); Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); Invertebrate; No Legs (Aerial); Peripheral Vision; Polarization Detection; Short Lifespan 2; Vulnerability (Vacuum and wind-based attacks, x2); Wild Animal (with Mute).
    Skills: Camouflage-14; Stealth-14; Wrestling-14.
    Creature Type: Elemental (Air).

Earth Element Rhinoceros [Manual of the Planes, page 192]

257 points
Attribute Modifiers: ST+29 (No Fine Manipulators, -40%; Size Modifier, -30%) [87]; IQ-6 [-120]; HT+1 [10].
Secondary Characteristic Modifiers: SM+3; Will+6 [30]; Per+8 [40]; Basic Move +1 [5].
Advantages: DR 2 [10]; Dark Vision [25]; Discriminatory Smell [15]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Enhanced Move 1 (Ground) [20]; Extra Legs (Four Legs) [5]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Peripheral Vision [15]; Permeation (Earth; Extended, Stone, +20%; Magical, -10%) [44]; Pressure Support 3 [15]; Vacuum Support [5].
     Horn: Natural Weapon (Impaling) [8].
Disadvantages: Horizontal [-10]; No Fine Manipulators [-30]; Short Lifespan 1 [-10]; Weak Bite [-2]; Wild Animal [-30].
Creature Type: Elemental (Earth).
Notes: Size 10 hexes; Weight 6,000 lbs.

Knowing Your Own Strength [382]
Replace ST+29 (No Fine Manipulators, -40%; Size Modifier, -30%) [87] with ST+20 [200]
Add HP+6 [12]

 Typical Stats

ST:

39 (KYOS: 30)

HP:

39 (KYOS: 36)

Speed:

5.25

DX:

10

Will:

10

Move:

6 ground (12 max speed)

IQ:

4

Per:

12

 

 

HT:

11

FP:

11

SM:

+3

Dodge:

8

Parry:

9 (unarmed)

DR:

2

    Horn (12): thrust 5d+1 impaling (KYOS: 7d impaling), Reach C-2.
    Weak Bite (12): thrust 2d+1 crushing (KYOS: 3d+2 crushing), Reach C.

    Traits: Dark Vision; Discriminatory Smell; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Enhanced Move 1 (Ground); Extra Legs (Four Legs); Horizontal; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood); No Fine Manipulators; Peripheral Vision; Permeation (Earth; Extended, Stone; Magical); Pressure Support 3; Short Lifespan 1; Vacuum Support; Wild Animal.
    Skills: Brawling-12; Intimidation-10.
    Creature Type: Elemental (Earth).
    Notes: Size 10 hexes; Weight 6,000 lbs.

Fire Element Ape [Manual of the Planes, page 193]

196 points
Attribute Modifiers: ST+9 (Size Modifier, -10%) [81]; IQ-4 [-80]; HT+1 [10].
Secondary Characteristic Modifiers: SM+1; Will+4 [20]; Per+5 [25]; Basic Move +1 [5].
Advantages: Brachiator [5]; Dark Vision [25]; Doesn’t Breathe (Oxygen Combustion, -50%) [10]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra Arms 2 (Foot Manipulators, -30%; Temporary Disadvantage, Ham-Fisted 2, -10%) [12]; Extra Legs (Four Legs) [5]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Lifting ST 2 (Size Modifier, -10%) [6]; Perfect Balance [15]; Terrain Adaptation (Uneven) [5].
    Fire Resistance [30]: DR 20 (Limited, Fire, -40%; Tough Skin, -40%) [20] + Immunity to Noxious Fire Effects [10].
    Burn: Burning Attack 1d (Always On, -40%; Aura, +80%; Melee Attack, Reach C, -30%) [6].
Disadvantages: Bad Temper (12) [-10]; Ham-Fisted 1 [-5]; Impulsiveness (9) [-15]; Semi-Upright [-5]; Short Lifespan 1 [-10]; Vulnerability (Cold, x2) [-30]; Weakness (Water; 1d/min) [-40]; Wild Animal [-30].
Perks: Illumination [1].
Features: “Barehanded” attacks do burning (rather than crushing) attacks.
Creature Type: Elemental (Fire).

Knowing Your Own Strength [176]
Replace ST+9 (Size Modifier, -10%) [81] with ST+6 [60]
Replace Lifting ST 2 (Size Modifier, -10%) [6] with Lifting ST 1 [7]

 Typical Stats

ST:

19 (KYOS: 16)

HP:

19 (KYOS: 16)

Speed:

5.25

DX:

10

Will:

10

Move:

6

IQ:

6

Per:

11

 

 

HT:

11

FP:

11

SM:

+1

Dodge:

8

Parry:

9 (unarmed)

DR:

-

    Bite (12): thrust 2d burning (KYOS: 2d+1 burning), Reach C.
    Punch (12): thrust 2d burning (KYOS: 2d+1 burning), Reach C-1.
    Burn: Intense flames permanently surround the fire element ape. These flames do 1d burning damage to anyone who touches it or who it touches.

    Traits: Bad Temper (12); Brachiator; Dark Vision; Doesn’t Breathe (Oxygen Combustion); Doesn’t Eat or Drink; Doesn’t Sleep; Extra Arms 2 (Foot Manipulators; Temporary Disadvantage, Ham-Fisted 2); Extra Legs (Four Legs); Ham-Fisted 1; Illumination; Immunity to Metabolic Hazards; Immunity to Noxious Fire Effects; Impulsiveness (9); Injury Tolerance (Diffuse); Lifting ST 2; Perfect Balance; Semi-Upright; Short Lifespan 1; Terrain Adaptation (Uneven); Vulnerability (Cold, x2); Weakness (Water; 1d/min); Wild Animal.
    Skills: Brawling-12; Climbing-14; Wrestling-12.
    Creature Type: Elemental (Fire).

Water Element Tiger [Manual of the Planes, page 194]

274 points
Attribute Modifiers: ST+7 (No Fine Manipulators, -40%; Size Modifier, -10%) [35]; DX+3 (No Fine Manipulators, -40%) [36]; IQ-6 [-120]; HT+1 [10].
Secondary Characteristic Modifiers: SM+1; FP-2 [-6]; Basic Speed +0.25 [5]; Basic Move +4 [20]; Will+7 [35]; Per+8 [40].
Advantages: Acute Hearing 2 [4]; Amphibious [10]; Catfall [10]; Chameleon 1 [5]; Combat Reflexes [15]; Dark Vision [25]; Discriminatory Smell [15]; Doesn’t Breathe [20]; Doesn’t Eat or Drink (Food Only, -50%) [5]; Doesn’t Sleep [20]; Extra Legs (Four Legs) [5]; Flexibility [5]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Parabolic Hearing 2 [8]; Perfect Balance [15]; Pressure Support 3 [15]; Sharp Claws [5]; Sharp Teeth [1]; Slippery 5 [10]; Speak Underwater [5]; Terrain Adaptation (Uneven) [5]; Ultrahearing [5].
Disadvantages: Horizontal [-10]; Invertebrate [-20]; No Fine Manipulators [-30]; Short Lifespan 1 [-10]; Vulnerability (Dehydration, x2) [-20]; Wild Animal [-30].
Perks: Penetrating Voice [1].
Features: Born Biter 2; Tail.
Notes: Size 2 hexes; Weight 500 lbs.
Creature Type: Elemental (Water).

Knowing Your Own Strength [309]
Replace ST+7 (No Fine Manipulators, -40%; Size Modifier, -10%) [35] with ST+7 [70]

Typical Stats

ST:

17

HP:

17

Speed:

6.5

DX:

13

Will:

11

Move:

10 ground, 10 water

IQ:

4

Per:

12

 

 

HT:

11

FP:

9

SM:

+1

Dodge:

10

Parry:

N/A

DR:

-

    Sharp Teeth (15): thrust 1d+2 cutting (KYOS: 2d+2 cutting), Reach C.
    Sharp Claws (15): thrust 1d+2 cutting (KYOS: 2d+2 cutting), Reach C-1.

    Traits: Acute Hearing 2; Amphibious; Born Biter 2; Callous; Catfall; Chameleon 1; Combat Reflexes; Dark Vision; Discriminatory Smell; Doesn’t Breathe; Doesn’t Eat or Drink (Food Only); Doesn’t Sleep; Flexibility; Horizontal; Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); Invertebrate; No Fine Manipulators; Parabolic Hearing 2; Perfect Balance; Pressure Support 3; Short Lifespan 2; Slippery 5; Speak Underwater; Tail; Terrain Adaptation (Uneven); Ultrahearing; Vulnerability (Dehydration, x2); Wild Animal.
    Skills: Brawling-15; Intimidation-13; Jumping-13; Stealth-15; Wrestling-15.
    Creature Type: Elemental (Water).
    Notes: Size 2 hexes; Weight 500 lbs.

Cold Element Shambling Mound (Tundra Shamlber) [Manual of the Planes, page 195]

484 points
Attribute Modifiers: ST+10 (No Fine Manipulators, -40%) [60]; IQ-3 [-60]; HT+3 [30].
Secondary Characteristic Modifiers: HP+20 [40]; Will+3 [15]; Per+3 [15]; Basic Move -1 [-5].
Advantages: Amphibious [10]; Constriction Attack [15]; DR 1 [5]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Double-Jointed [15]; Extra-Flexible Arms [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (No Blood, No Head (still has a brain), No Neck, No Vitals, Unliving) [37]; Pressure Support 3 [15]; Slippery 3 [6]; Temperature Tolerance 10 (Cold) [10]; Terrain Adaptation (Ice) [5]; Terrain Adaptation (Snow) [5]; Vacuum Support [5].
    Electricity Absorption [155]: DR 20 (Absorption, Healing, +80%; Limited, Electricity, -40%) [140] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
    Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10].
    Chill Aura [12]: Fatigue Attack 1d-2 (Aura, +80%; Freezing, +20%; Melee Attack, Reach C, -30%) [7] + Temperature Control 2 (Always On, -20%; Area Effect, 2 yards, +50%; Cold, -50%; Emanation, -20%; Magical, -10%) [5].
Disadvantages: Bestial [-10]; Hidebound [-5]; Mute [-25]; No Fine Manipulators [-30]; Vulnerability (Fire, x2) [-30]; Weakness (Intense Normal Heat; 1d/minute; Variable, -40%) [-12].
Perks: Limited Camouflage (Snow) [1].
Creature Type: Elemental (Cold).
Notes: Weight 3,800 lbs.

Knowing Your Own Strength [484]
Replace ST+10 (No Fine Manipulators, -40%) [60] with ST+6 [60]

Typical Stats

ST:

20 (KYOS: 16)

HP:

40 (KYOS: 36)

Speed:

5.75

DX:

10

Will:

10

Move:

4 groud, 4 water

IQ:

7

Per:

10

 

 

HT:

13

FP:

13

SM:

+0

Dodge:

8

Parry:

9 (unarmed)

DR:

1, 20 (vs. cold and electricity; see text)

    Vine Slam (12): thrust 2d crushing (KYOS: 2d+1 crushing) + 1d-2 follow-up fatigue damage from cold (treat FP lost to this attack identically to FP lost to the cold for all purposes, notably recovery (see Cold, p. B430)), Reach C.
    Chill Aura: The tundra shambler always emits cold. The temperature changes at a rate of 4° per second up to a minimum of 40° below the ambient temperature in a two-yard radius around the tundra shambler. This ability never does damage directly.
    Electricity Absorption: The tundra shambler has DR 20 against electricity, is immune to electrical conduction and noxious electrical effects. Each point of damage this DR stops turns into one character point that the tundra shambler 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 damage, but will not convert it into a character point. The tundra shambler does not have to use stored points immediately. It loses absorbed points – unused ones first – at the rate of one point per second. It loses enhanced abilities as the points drain away. Restoring one HP drains 2 stored points immediately. Such healing is permanent. Only HP in excess of the tundra shambler’s usual scores drains away. The tundra shambler cannot absorb damage from its own abilities (for example, if its natural weapons are magically imbued with electricity).

    Traits: Amphibious; Bestial; Constriction Attack; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Double-Jointed; Extra-Flexible Arms; Hidebound; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Cold Effects; Immunity to Noxious Electrical Effects; Infravision; Injury Tolerance (No Blood, No Head (still has a brain), No Neck, No Vitals, Unliving); Limited Camouflage (Snow); Mute; No Fine Manipulators; Pressure Support 3; Slippery 3; Temperature Tolerance 10 (Cold); Terrain Adaptation (Ice); Terrain Adaptation (Snow); Vacuum Support; Vulnerability (Fire, x2); Weakness (Intense Normal Heat; 1d/minute; Variable).
    Skills: Brawling-12; Camouflage-12; Survival (Tundra)-12.
    Creature Type: Elemental (Cold).
    Notes: Weight 3,800 lbs.

Wood Element Leopard [Manual of the Planes, page 196]

134 points
Attribute Modifiers: ST+2 (No Fine Manipulators, -40%) [12]; DX+3 (No Fine Manipulators, -40%) [36]; IQ-6 [-120]; HT+1 [10].
Secondary Characteristic Modifiers: Will+6 [30]; Per+8 [40]; Basic Speed +0.25 [5]; Basic Move +4 [20].
Advantages: Acute Hearing 2 [4]; Catfall [10]; Combat Reflexes [15]; DR 1 [5]; Dark Vision [25]; Discriminatory Smell [15]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra Legs (Four Legs) [5]; Flexibility [5]; Injury Tolerance (No Blood, No Vitals, Unliving) [30]; Perfect Balance [15]; Sharp Claws [5]; Sharp Teeth [1]; Terrain Adaptation (Uneven) [5]; Ultrahearing [5]; Vacuum Support [5]; Vibration Sense (Environmental, Vegetation, -40%; Magical, -10%) [5].
Disadvantages: Horizontal [-10]; Laziness [-10]; Loner (12) [-5]; No Fine Manipulators [-30]; Short Lifespan 2 [-20]; Wild Animal [-30].
Perks: Penetrating Voice [1].
Features: Born Biter 2.
Creature Type: Elemental (Wood).

Knowing Your Own Strength [142]
Replace ST+2 (No Fine Manipulators, -40%) [12] with ST+2 [20]

Typical Stats

ST:

12

HP:

12

Speed:

6.25

DX:

13

Will:

10

Move:

10

IQ:

4

Per:

12

 

 

HT:

11

FP:

11

SM:

+0

Dodge:

10

Parry:

N/A

DR:

1

    Sharp Teeth (14): thrust 1d-2 cutting (KYOS: 1d-1 cutting), Reach C.
    Sharp Claws (14): thrust 1d-2 cutting (KYOS: 1d-1 cutting), Reach C.

    Traits: Acute Hearing 2; Born Biter 2; Catfall; Combat Reflexes; Dark Vision; Discriminatory Smell; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Legs (Four Legs); Flexibility; Horizontal; Injury Tolerance (No Blood, No Vitals, Unliving); Laziness; Loner (12); No Fine Manipulators; Penetrating Voice; Perfect Balance; Short Lifespan 2; Terrain Adaptation (Uneven); Ultrahearing; Vacuum Support; Vibration Sense (Environmental, Vegetation; Magical); Wild Animal.
    Skills: Brawling-14; Climbing-14; Stealth-14; Tracking-13.
    Creature Type: Elemental (Wood).

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