Tuesday 8 September 2020

Monsters: Elementite Swarms

Monsters: Elementite Swarms

Elementites are tiny elementals with intelligence on par with insects. Traveling in swarms, they annoy
planar travelers.

 

Air Elementite Swarm [Planar Handbook, page 114]

41 points
Attribute Modifiers: ST-9 [-90]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-9 [-180]; HT-2 [-20].
Secondary Characteristic Modifiers: HP+7 [14]; Will+7 [35]; Per+7 [35].
Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Unaging [15].
    Swarm: Injury Tolerance (Diffuse; Body of Swarm, Gnat-Sized, +40%; Flying Swarm, +30%) [170].
    Swarm Crush: Crushing Attack 1 (Area Effect, 1 yard, +25%; Contact Agent, +150%; Cosmic, No die roll required, No active defense allowed, +400%; Melee Attack, C, No Parry, -35%) [13].
Disadvantages: No Fine Manipulators [-30]; Vulnerability (Vacuum and wind-based attacks, x2) [-20]; Wild Animal [-30].
Features: No Legs (Aerial).
Creature Type: Elemental (Air).

Typical Stats

ST:

1

HP:

8

Speed:

5

DX:

12

Will:

8

Move:

10 air

IQ:

1

Per:

8

 

 

HT:

8

FP:

8

SM:

+0

Dodge:

8

Parry:

N/A

DR:

-

    Swarm Crush: 1 point crushing damage. The swarm must “step” into close combat with the target and attack. The target can retreat or dodge and drop (p. B377) to move at least oneyard away; if not, he automatically takes 1 point of damage unless wearing sealed armor. Subjects with natural DR (but not with the Tough Skin limitation) are safe only if they keep their eyes and mouth shut and plug their nose, ears, etc.
    Swarm: An air elementite swarm consists of about a thousand of elementites. This makes it immune to crippling injuries and reduces the damage it suffers from most physical blows; see Injury to Unliving, Homogenous, and Diffuse Targets (p. B380). The swarm cannot be slammed or grappled. Diffuse includes all the benefits of No Blood, No Brain, and No Vitals. The swarm is dispersed by injury equal to its HP. A dispersed swarm is effectively “unconscious” and unable to act in concert. A determined foe might contain and continue to damage the dispersed bodies, though. Should the swarm reach -HP, enough of the bodies have been killed to destroy the swarm. The swarm can seep under doors, or through screens, ventilation grates, clothing (2 seconds), chinks in armor (5 seconds).

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Metabolic Hazards; Infravision; No Fine Manipulators; No Legs (Aerial); Unaging; Vulnerability (Vacuum and wind-based attacks, x2); Wild Animal.
    Creature Type: Elemental (Air).

Earth Elementite Swarm [Planar Handbook, page 115]

53 points
Attribute Modifiers: ST-9 [-90]; IQ-9 [-180]; HT-2 [-20].
Secondary Characteristic Modifiers: HP+7 [14]; Will+7 [35]; Per+7 [35].
Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Permeation (Earth; Extended, Stone, +20%; Magical, -10%) [44]; Pressure Support 3 [15]; Unaging [15]; Vacuum Support [5].
    Swarm: Injury Tolerance (Diffuse; Body of Swarm, Rat-Sized, +0%) [100].
    Swarm Slash: Cutting Attack 1d (Area Effect, 1 yard, +25%; Cosmic, No die roll required, No active defense allowed, +400%; Melee Attack, C, No Parry, -35%) [35].
Disadvantages: No Fine Manipulators [-30]; Wild Animal [-30].
Creature Type: Elemental (Earth).

Typical Stats

ST:

1

HP:

8

Speed:

4.5

DX:

10

Will:

8

Move:

4

IQ:

1

Per:

8

 

 

HT:

8

FP:

8

SM:

+0

Dodge:

7

Parry:

N/A

DR:

-

    Swarm Slash: 1d cutting damage. The swarm must “step” into close combat with the target and attack. The target can retreat or dodge and drop (p. B377) to move at least oneyard away; if not, he automatically takes 1 point of damage unless wearing sealed armor. Subjects with natural DR (but not with the Tough Skin limitation) are safe only if they keep their eyes and mouth shut and plug their nose, ears, etc.
    Swarm: An earth elementite swarm consists of about a dozen of elementites. This makes it immune to crippling injuries and reduces the damage it suffers from most physical blows; see Injury to Unliving, Homogenous, and Diffuse Targets (p. B380). The swarm cannot be slammed or grappled. Diffuse includes all the benefits of No Blood, No Brain, and No Vitals. The swarm is dispersed by injury equal to its HP. A dispersed swarm is effectively “unconscious” and unable to act in concert. A determined foe might contain and continue to damage the dispersed bodies, though. Should the swarm reach -HP, enough of the bodies have been killed to destroy the swarm.

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Metabolic Hazards; Infravision; No Fine Manipulators; Permeation (Earth; Extended, Stone; Magical); Pressure Support 3; Unaging; Vacuum Support; Wild Animal.
    Creature Type: Elemental (Earth).

Fire Elementite Swarm [Planar Handbook, page 116]

-8 points
Attribute Modifiers: ST-9 [-90]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-9 [-180]; HT-2 [-20].
Secondary Characteristic Modifiers: HP+7 [14]; Will+7 [35]; Per+7 [35].
Advantages: Dark Vision [25]; Doesn’t Breathe (Oxygen Combustion, -50%) [10]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Unaging [15].
    Fire Resistance [30]: DR 20 (Limited, Fire, -40%; Tough Skin, -40%) [20] + Immunity to Noxious Fire Effects [10].
    Swarm: Injury Tolerance (Diffuse; Body of Swarm, Gnat-Sized, +40%) [140].
    Swarm Burn: Burning Attack 1 (Area Effect, 1 yard, +25%; Contact Agent, +150%; Cosmic, No die roll required, No active defense allowed, +400%; Melee Attack, C, No Parry, -35%) [13].
Disadvantages: No Fine Manipulators [-30]; Vulnerability (Cold, x2) [-20]; Weakness (Water; 1d/min) [-40]; Wild Animal [-30].
Perks: Illumination [1].
Creature Type: Elemental (Fire).

Typical Stats

ST:

1

HP:

8

Speed:

5

DX:

12

Will:

8

Move:

5

IQ:

1

Per:

8

 

 

HT:

8

FP:

8

SM:

+0

Dodge:

8

Parry:

N/A

DR:

20 (vs. fire)

    Swarm Burn: 1 point burning damage. The swarm must “step” into close combat with the target and attack. The target can retreat or dodge and drop (p. B377) to move at least oneyard away; if not, he automatically takes 1 point of damage unless wearing sealed armor. Subjects with natural DR (but not with the Tough Skin limitation) are safe only if they keep their eyes and mouth shut and plug their nose, ears, etc.
    Swarm: A fire elementite swarm consists of about a thousand of elementites. This makes it immune to crippling injuries and reduces the damage it suffers from most physical blows; see Injury to Unliving, Homogenous, and Diffuse Targets (p. B380). The swarm cannot be slammed or grappled. Diffuse includes all the benefits of No Blood, No Brain, and No Vitals. The swarm is dispersed by injury equal to its HP. A dispersed swarm is effectively “unconscious” and unable to act in concert. A determined foe might contain and continue to damage the dispersed bodies, though. Should the swarm reach -HP, enough of the bodies have been killed to destroy the swarm. The swarm can seep under doors, or through screens, ventilation grates, clothing (2 seconds), chinks in armor (5 seconds).

    Traits: Dark Vision; Doesn’t Breathe (Oxygen Combustion); Doesn’t Eat or Drink; Doesn’t Sleep; Illumination; Immunity to Metabolic Hazards; Immunity to Noxious Fire Effects; Infravision; No Fine Manipulators; Unaging; Vulnerability (Cold, x2); Weakness (Water; 1d/min); Wild Animal.
    Creature Type: Elemental (Fire).

Water Elementite Swarm [Planar Handbook, page 116]

47 points
Attribute Modifiers: ST-9 [-90]; IQ-9 [-180]; HT-2 [-20].
Secondary Characteristic Modifiers: HP+7 [14]; Will+7 [35]; Per+7 [35].
Advantages: Amphibious [10]; Chameleon 1 [5]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink (Food Only, -50%) [5]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Pressure Support 3 [15]; Speak Underwater [5]; Unaging [15].
    Swarm: Injury Tolerance (Diffuse; Body of Swarm, Gnat-Sized, +40%; Flying Swarm, +30%) [170].
    Swarm Crush: Crushing Attack 1 (Area Effect, 1 yard, +25%; Contact Agent, +150%; Cosmic, No die roll required, No active defense allowed, +400%; Melee Attack, C, No Parry, -35%) [13].
Disadvantages: No Fine Manipulators [-30]; Vulnerability (Dehydration, x2) [-20]; Wild Animal [-30].
Creature Type: Elemental (Water).

Typical Stats

ST:

1

HP:

8

Speed:

4.5

DX:

10

Will:

8

Move:

4 ground, 4 water

IQ:

1

Per:

8

 

 

HT:

8

FP:

8

SM:

+0

Dodge:

7

Parry:

N/A

DR:

-

    Swarm Crush: 1 point crushing damage. The swarm must “step” into close combat with the target and attack. The target can retreat or dodge and drop (p. B377) to move at least oneyard away; if not, he automatically takes 1 point of damage unless wearing sealed armor. Subjects with natural DR (but not with the Tough Skin limitation) are safe only if they keep their eyes and mouth shut and plug their nose, ears, etc.
    Swarm: A water elementite swarm consists of about a thousand of elementites. This makes it immune to crippling injuries and reduces the damage it suffers from most physical blows; see Injury to Unliving, Homogenous, and Diffuse Targets (p. B380). The swarm cannot be slammed or grappled. Diffuse includes all the benefits of No Blood, No Brain, and No Vitals. The swarm is dispersed by injury equal to its HP. A dispersed swarm is effectively “unconscious” and unable to act in concert. A determined foe might contain and continue to damage the dispersed bodies, though. Should the swarm reach -HP, enough of the bodies have been killed to destroy the swarm. The swarm can seep under doors, or through screens, ventilation grates, clothing (2 seconds), chinks in armor (5 seconds).

    Traits: Amphibious; Chameleon 1; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink (Food Only); Doesn’t Sleep; Immunity to Metabolic Hazards; Infravision; No Fine Manipulators; Pressure Support 3; Speak Underwater; Unaging; Vulnerability (Dehydration, x2); Wild Animal.
    Creature Type: Elemental (Water).

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