View source
From Fax Encyclopedicus
for
D20r Sexy:Disease Elemental
Jump to:
navigation
,
search
''This collection of black gusts of wind seems to be.'' Disease Elementals are an incarnation of pretty much every imaginable disease (even ones normally associated with specific creatures, such as ''devil chills''). Similar to Air Elementals, but ''much'' nastier, they can potentially inflict disease with a simple touch, and view the spread of disease as part of the natural flow of life. At the GM's option, a Disease Elemental can be of a specific disease. == Basics, Small == :'''Size/Type:''' Small Elemental (Air, Extraplanar) :'''Hit Dice:''' 2d8 (9 hp) :'''Initiative:'''+7 :'''Speed:''' Fly 100 ft. (perfect) (20 squares) :'''Armor Class:''' 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 :'''Attack:''' Slam (+5 melee, 1d4) :'''Full Attack:''' Slam (+5 melee, 1d4) :'''Space/Reach:''' 5 ft. by 5 ft./5 ft. :'''Special Attacks:''' Air mastery, Disease Touch, whirlwind :'''Special Qualities:''' Darkvision 60 ft., elemental traits :'''Saves:''' Fort +0, Ref +6, Will +0 :'''Abilities:''' Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11 :'''Skills:''' Awareness +3 :'''Feats:''' Flyby Attack, Improved Initiative, Weapon Finesse :'''Environment:''' Elemental Plane of Air :'''Organization:''' solitary :'''Challenge Rating:''' 2 :'''Treasure:''' None :'''Alignment:''' Usually Neutral :'''Advancement:''' 3 HD (Small) :'''Favored Class:''' Racial HD :'''Racial Levels:''' No == Basics, Medium == :'''Size/Type:''' Medium Elemental (Air, Extraplanar) :'''Hit Dice:''' 4d8+8 (26 hp) :'''Initiative:'''+9 :'''Speed:''' Fly 100 ft. (perfect) (20 squares) :'''Armor Class:''' 18 (+5 Dex, +3 natural), touch 15, flat-footed 13 :'''Attack:''' Slam (+8 melee, 1d6+1) :'''Full Attack:''' Slam (+8 melee, 1d6+1) :'''Space/Reach:''' 5 ft. by 5 ft./5 ft. :'''Special Attacks:''' Air mastery, Disease Touch, whirlwind :'''Special Qualities:''' Darkvision 60 ft., elemental traits :'''Saves:''' Fort +3, Ref +9, Will +1 :'''Abilities:''' Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11 :'''Skills:''' Awareness +4 :'''Feats:''' Dodge, Flyby Attack, Improved Initiative, Weapon Finesse :'''Environment:''' Elemental Plane of Air :'''Organization:''' solitary :'''Challenge Rating:''' 4 :'''Treasure:''' None :'''Alignment:''' Usually Neutral :'''Advancement:''' 5-7 HD (Medium) :'''Favored Class:''' Racial HD :'''Racial Levels:''' No == Basics, Other sizes == Until we get them put in, just take the appropriate Air Elemental and add the Disease Touch as a Special Attack, raising the CR by 1. == Combat == Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat. === Air Mastery === Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental. === Disease Touch === Upon touching a target (usually during a Slam attack), a Disease Elemental attempts to inflict a disease on them. (If their attack misses, but would hit touch AC, this counts.) The victim must make an immediate fortitude save against the disease, or become infected. DC for this initial save (but ''not future ones against secondary effects'') is as follows: * Small: DC -5 * Medium: DC -2 * Large: DC * Huge: DC +2 * Greater: DC +5 * Elder: DC +8 The diseases can be treated exactly as normal. If the Elemental is not of a ''specific'' disease, then the GM selects a random disease from the general disease list and any expansion lists they wish to add. === Whirlwind === The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet. The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space. Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.
Return to
D20r Sexy:Disease Elemental
.
Views
Article
Discussion
View source
History
Personal tools
Log in
Navigation
Main Page
Community portal
Forum
Current events
Recent changes
Random page
Help
Donations
Google AdSense
Search
Toolbox
What links here
Related changes
Special pages