Full Attack: 2 slams +29 melee (2d6+10 plus 1d8 fire)
Space/Reach: 15ft/15ft
Special Attack: Alter terrain, elemental blast, fuse elements
Special Qualities: immune to fire/cold, resist acid/electricity 20, DR 10/bludgeoning, darkvision 60ft, tremorsense 60ft, elemental traits, planar travel
Saves: Fort +26, Ref +17, Will +10
Abilities: Str 30, Dex 12, Con 26, Int 10, Wis 12, Cha 10
Skills: Listen +29, Spot +29, Swim +18
Feats: Ability Focus (fuse elements), Alertness, Awesome Blow, Cleave, Final Strike, Great Cleave, Great Fortitude, Point Blank Shot, Power Attack
Epic Feats: Epic Toughness
Environment: Elemental Plane of Air, Earth, Fire, Water, Plane of Shadow
Organization: Solitary
CR: 14
Treasure: None
Alignment: Usually neutral
Advancement: 29-34 HD (Huge), 35-59 (Gargantuan), 60-82 HD (Colossal)
LA:-
A scintillating being strides across the land; its form composed of heavy rock, rushing water, roaring flame, and howling wind, all contained within a layer of shadow.
The Fusion Elemental is a slighter weaker but no less dangerous offshoot of the omnimental. Some would even argue that, given its unique powers, it may be more deadly than its larger relative. No one is sure what the purpose of the fusion elemental is, not even other elementals, and the fusion elementals are, well, “tight-lipped” shall we say, on the subject. Fusion elementals are made up of the four primary elements, all contained within a thin “skin” of shadow stuff. They can travel through to all the elemental planes, and even the paraelemental planes, safely. The composite elements form protective shells when on a plane that is damaging to part of itself, such as covering the fire in earth when on the Elemental Plane of Water, or vise-versa; shielding the earth and water with fire and air when on the Elemental Plane of Fire. Fusion elementals stand roughly 30ft in height and weigh 12 tons. Should a fusion elemental be slain, it explodes in a massive burst of energy, capable of wiping out anything near it.
Combat:
Fusion elementals are tenacious and horrifying combatants, even to some of the most hardened adventuring groups. Their ability to shape terrain to their needs is one of their greatest abilities. Against opponents resistant or immune to their elemental attacks, the fusion elemental has a devastating attack; the ability to effect a target elemental composition, fusing their flesh in painful and crippling ways. They are extremely difficult to sneak up on, and of course highly resistant to energy attacks. Should a fight be going poorly for them, they escape to another plane.
Alter Terrain (Sp): A fusion Elemental can use each of the following spells as spell-like abilities once per day, with a caster level of 20th. Control water, control winds, transmute rock to mud/mud to rock, move earth, control weather, earthquake, whirlwind, transmute rock to lava, tsunami, greater whirlwind.
Elemental Blast (Ex): As a standard action, a fusion elemental may fire a blast of its composite elements at a distant target. This attack takes the form of a 100ft line, 5ft high and 5ft wide. The buffeting air, crashing water and colliding earth deals 3d6+10 points of bludgeoning damage, while the raging flames deal 1d6 points of fire damage. A successful DC 25 Reflex save halves the damage.
Fuse Elements (Su): The fusion elementals ability to disrupt the natural elements found in all things is its greatest and most feared power. By succeeding at a melee touch attack (+20 melee touch attack bonus), the elemental can warp the body of any creature. Anything touched by the elementals fuse elements attack must succeed on a DC 34 Fortitude save or take 2 points of ability damage to their Strength, Dexterity and Constitution scores as their flesh, bones and very essence is rearranged. Damage done to ability scores in this way cannot be healed naturally. Against constructs who are animated by an elemental spirit, the golem must make the save, or have its spirit freed, which instantly destroys the golem.
Planar Travel (Sp): Fusion elementals can travel to any of the Elemental Planes as well as the Plane of Shadow as if using the plane shift spell. The fusion elemental may only transport itself and can only use this ability three times per day.
Skills: Fusion elementals have a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
There's your Fusion Elemental dawnbringer. I'm not entirely happy with it, so do you have any critiques or anything? I really want the Fuse Elements ability be able to effect constructs and undead, even though they are normally immune to ability damage, like add a loophole here. I mean, if this elemental touched, say a clay golem, it could effect the water and earth that it is made of and in a corporeal undead the ability could warp and fuse bones, lowering Dexterity, if not Strength as well. But did I cover everything you wanted?
Special Qualities: construct traits, low light vision, darkvision 60ft
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 18, Dex 12, Con-, Int-, Wis 10, Cha 2
Skills:-
Feats:-
Environment: Any
Organization: Solitary
CR: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-12 HD (Large), 13-24 HD (Huge)
LA:-
A large wooden coffin bearing little decoration, save for the skull-like face carved into it, lumbers toward you, a pair of wooden arms reaching out…
The collectors coffin, a little used construct, is made by those who wish to bring their captives in alive. Necromancers who want live subjects, or who want a silent grave robber, make collectors coffins. These constructs can be made of wood, metal or stone, with wood obviously being the most widely used. They can have varying levels of decoration, from nearly bare wooden coffins, to elaborate gem encrusted stone coffins. All have a couple things common to them; a face, human or otherwise, carved into the coffin allowing it to see, and a pair of arms and legs with which to move and capture targets. On wooden coffins, these limbs often fold into the sides, so the constructs appears as a mundane coffin. In stone and metal ones, the limbs appear as part of the coffins decoration.
Collectors coffins are eight fall tall and three feet deep, and can weigh anywhere between 50 to 1500 pounds, depending on the material they are made of. Greater collectors coffins double the height and weight.
Combat:
Collectors coffins are not designed to kill, only to capture, retrieve and relocate. The construct simply grabs a target and wrestles it into its body, closing the lid to prevent escape. Should a foe prove to be too hard to simply grapple and hold, the construct will wail on it with its limbs until the target falls unconscious. Wooden coffins are the simplest version of these constructs. Stone versions have a +6 natural armor bonus and DR 3/bludgeoning or piercing. Metal versions have a +8 natural armor bonus and DR 5/adamantine. Stone coffins are CR 4, while metal coffins are CR 5. All three have the capacity to hold one Large creature, three Medium creatures, or six Small creatures. Greater coffins double these capacities.
Improved Grab (Ex): If a collectors coffin hits with a slam attack it can automatically attempt to start a grapple. This attack does not provoke an attack of opportunity. Trapped foes can continue to make grapple checks after the lid has closed on the coffin, but at a -4 penalty due to little room to get leverage. Multiple creatures can use the aid another action to get free.
There's your Fusion Elemental dawnbringer. I'm not entirely happy with it, so do you have any critiques or anything? I really want the Fuse Elements ability be able to effect constructs and undead, even though they are normally immune to ability damage, like add a loophole here. I mean, if this elemental touched, say a clay golem, it could effect the water and earth that it is made of and in a corporeal undead the ability could warp and fuse bones, lowering Dexterity, if not Strength as well. But did I cover everything you wanted?
If so, I am moving on to some of Adams requests.
Hey, sorry for the long reply. Its just this thread takes a long time and I wasn't expecting the creature to be done for a while. As for the creature itself, I think it's pretty awesome. If you would like to make it able to affect constructs and undead in some way, be my guest. Perhaps it could affect the elemental being used to animate a construct?
I haven't been in the forums for quite a while, but I am glad to see that this thread has taken a new life. I took the liberty of doing one of the requests....
Mine Wight
Size/Type: Medium Undead Hit Dice: 6d12+3 (42 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15 Base Attack/Grapple: +3/+7 Attack: Miner's pick +7 melee (1d6+4) OR Slam +7 melee (1d4+4) OR Shovel +7 melee (1d8+6) Full Attack: Miner's pick +7 melee (1d6+4) AND Slam +2 melee (1d4+4) OR Shovel +7 melee (1d8+6) Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon Special Qualities: Darkvision 60 ft., Immunity to fire, Improvised Weaponry, Undead Traits Saves: Fort +2, Ref +4, Will +7 Abilities: Str 18, Dex 14, Con Ø, Int 10, Wis 15, Cha 11 Skills: Hide +11, Listen +8, Move Silently +16, Profession [miner] +14, Spot +8 Feats: Blind-Fight, Skill Focus (Profession [miner]), Toughness Environment: Underground Organization: Solitary, pair, team (3-6), or crew (7-12) Challenge Rating: 4 Treasure: 1/10th coins; 50% goods (gems only); 1d4 mundane items (rope, hammer, grappling hook, etc) Alignment: Always lawful evil Advancement: 7-14 HD (Medium) Level Adjustment: —
The earthly remains of a miner who was killed as a result of another's negligence or misdeeds, the mine-wight rises again, animated by it's own rage and feelings of betrayal to seek vengeance on the ones who caused it's untimely death (and once those it holds responsible are dead it seeks to take revenge on the all the living out of jealousy for still being alive) Mine wights resemble miners (usually human, gnomish or dwarf) with broken bodies with shattered limbs that still move with disturbing alacrity, and enormous strength. They wield mining tools in combat and can breathe gouts of incendiary mine-gas every few rounds. Mine wights generally speak whatever language they spoke in life, usually common, dwarven or gnome.
Combat
Mine wights like to ambush opponents, especially those carrying torches or other kinds of open flames, by using their breath weapons on their path and hiding, waiting for the almost inevitable explosion to attack, using the mining tools they used to work with in their previous life.
Breath Weapon (Su): Once every 1d4 rounds and using a standard action, a mine wight can breathe a 30-foot cone of incendiary mine-gas. The gas can only be detected by odour (scent ability or Wisdom check DC25). If the gas comes in contact with a flame, it immediately ignite and the explosion deals 4d8 fire damage to all in the area (Reflex half DC 15). A moderate wind (11+ mph) disperses the gas in 4 rounds; a strong wind (21+ mph) disperses the gas in 1 round. Otherwise, the gas naturally disperses in 1d4+1 hours. The save DC is Constitution-based and includes a +2 racial adjustment.
Improvised weaponry (Ex): A mine wight can use the tools it used as a miner, usually a miner's pick or a shovel, as if those were actual weapons, i.e., without taking a –4 penalty on attack rolls for improvised weapons. A miner's pick used as a weapon by a mine wight is treated as a one-handed melee weapon that deals 1d4 piercing damage for a medium creature and has a critical multiplier of X3. A shovel used as a weapon by a mine wight is considered a two-handed melee weapon that deals 1d8 bludgeoning damage for a medium creature.
Skills: Mine wights have a +8 racial bonus on Move Silently checks.
Hey Lazz, welcome back, been a while. Glad you found your way to this thread. Please do take the liberties of making some of the requests, as I am quite backed up doing it myself. I'll be glad to have some help whenever you wish to do some work. Really like your rendition of the Mine Wight, nearly exactly what I was going to do with it, but you were more specific about the treasure, whereas I am kinda lacking in that area.
And to you dawnbringer, I do think I'll add that in, about effecting the elemental used to animate the golem/construct, I didn't even think of that, and it is much more specific than effecting its composition.
Also Lazz, if you could help me out on another matter; how do you get your text rows to be that close together? As you can see from my monster posts, there is always another layer between them, and I don't know enough about code to fix it. Right now I am using and to close it up a little, otherwise there would be about twice as much space.
And fyi, so we don't do the same creature, I am currently working on the White Weirdo.
Also Lazz, if you could help me out on another matter; how do you get your text rows to be that close together? As you can see from my monster posts, there is always another layer between them, and I don't know enough about code to fix it.
Simple: I am using "Shift & Enter" instead of "Enter" between lines
Special Qualities: immune to cold, vulnerable to fire, snowsight, darkvision 60ft
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 15, Dex 12, Con 12, Int 6, Wis 12, Cha 8
Skills: Climb +2, Hide +1, Listen +3, Spot +3
Feats: Toughness
Environment: ColdMountains
Organization: Solitary, clan (3-10), warband (15-30 plus one frost giant leader)
CR: 2
Treasure: 50% coins, 50% mundane items
Alignment: Usually neutral
Advancement: 2-10 HD (Large) or by character class
LA: +2
An avalanche of fur and flesh descends the mountain as hundreds of hideous, white gorillas storm your position.
Thought to be a degenerate form of yeti, or perhaps the product of generations of inbreeding in frost folk villages, the white weirdo is nevertheless a degenerate being. They resemble white gorillas, with shaggy white fur, a small head, and long arms. The small head hints at their decreased intelligence, while their body hints at their strength. Like the yeti, who claim no lineage to these beings, the White Weirdo carries an aura of cold with them. Like the frost folk, they can blast foes with cold, albeit with a foul breath weapon, instead of an icy glare.
White Weirdos often follow around larger, more intelligent denizens of the artic wastes, such as frost giants and white dragons. They are used as fodder, as they are prolific breeders, and as siege engines by orcs. Yeti however, will kill them on sight, as they consider them pathetic inbred louts.
White Weirdos stand eight feet tall at the shoulder and weigh up to five hundred pounds, both males and females.
Combat:
White Weirdos are not subtle combatants. They have little use for tactics, and favor all out assaults with overwhelming numbers and brute strength. The front line of any assault uses their foul breath to break up ranks of enemies, and then wade in with their arms swinging. If under the direction of a frost giant or white dragon, they can be made to follow simple orders and tactics. Frost giants will often summon up blizzards or other winter storms to cover the Weirdos advance, as they can see through the snow, while white dragons often fly over an area where Weirdos are engaged with foes, and blanket the area in their breath weapon, freezing the enemy and leaving the Weirdos untouched.
Frosty Belch (Su): A White Weirdos lungs are full of cold, foul air. As a standard action, they may belch forth a blast of this air in a 15ft cone. Anyone caught within the cone takes 4d4 cold damage and is nauseated for 2 rounds. A DC 11 Fortitude save halves the cold damage and negates the nausea.
Aura of cold (Su): White Weirdos are surrounded by an aura of supernaturally cold air. Anyone who closes within 10ft of the Weirdo takes 1d4 points of cold damage as long as they remain in the effected area.
Snowsight (Ex): A White Weirdo can see perfectly in snow as per the snowsight spell.
Skills: A White Weirdos white, shaggy fur gives it a +4 bonus to Hide checks when made in snowy or ice covered areas.
Organization: Solitary, Pair, Scouts (3-5), Order (25-50 adults plus 50% noncombatants plus 4 4th level monks plus 1 10th level Master)
CR: 3
Treasure: Half standard
Alignment: Usually Lawful Good
Advancement: By character class
LA: +3
An insect-like being, twelve feet tall, with a smooth shiny green and blue exoskeleton, sits cross-legged on the floating outcrop of stone. Its form suggests supreme confidence and utter peace.
Mantilcs are a race of monastic insect-like beings native to floating mountain ranges in the tropical areas of the world. They are the only known race to live among the strange magnetic-geologic formations floating hundreds of feet in the air.
Resembling a cross between a praying mantis and a twelve foot tall humanoid, the Mantilc value wisdom and honor above all else. These beings stand tall on three jointed legs, much like a grasshoppers, and with a proportional strength to match. They balance on two-toed feet, and as often go above ground as on it. Mantilc can fly on two pairs of translucent, multi-cellular wings, much like a dragonfly’s. Their hard, smooth exoskeleton protects them from blows. This exoskeleton is brightly colored in the males of the race, with bright greens and blues being commonplace; females are colored in more dull hues of browns and olive greens. Their many-jointed hands support two long fingers and an opposable thumb.
Mantilc have a society that has been closely compared to the monastic way of monks. They live in small tribes of no more than fifty individuals, each one doing his or her part to contribute to the welfare of the community. All practice meditative and martial arts much like monks, but their style is unique to their race. The entire community gathers at a certain time and goes through ritual stances and maneuvers at the guidance of the Master, the chief of the tribe who has attained the highest level of spiritual awareness. Their martial art centers on powerful kicks with their strong legs, as well as jumps, rolls and quick, short strikes with a flat palm. They are proficient with simple and exotic wooden weapons found on the monks proficiency list. Mantilc do not work with or wield metal arms or armor.
Mantilc males stand just near or at twelve feet tall, but weigh less than two hundred pounds due to their light, thin build, with females being just shorter and lighter than males. A reclusive but peaceful people, Mantilc speak their own language, but some may speak Elven or the Raptoran language, who they freely share the sky with.
Combat:
All Mantilc practice a monastic fighting style, no matter what class they choose to advance in. As a people, they are peaceful, but adhere to a strict code of honor and discipline, and so most are lawful good. They prefer peaceful negotiations to warfare, but do not hesitate to defend themselves if attacked. Since they can fly, they use that and their maneuverability to their advantage, striking and withdrawing before a foe can react. On the ground, they hop about, using the same strategy, always staying out of reach, while striking quickly.
Monk abilities (Ex): All Mantilc, upon reaching 4HD, and regardless of player class, have the unarmed strike damage and unarmored speed bonus of 3rd level monk. These bonuses are already factored into the statistics given above. This means that a Mantilc with one level of monk will actually have the unarmed strike and unarmored speed bonus of a fourth level monk.
Leap (Ex): Mantilc have extremely powerful legs, which they use to reach great speed when running, or make colossal leaps. They receive a +30 bonus to their jump checks.