Elementals
Elementals are primordial beings that personify the basic elements of existence: earth, water, air, and fire. These entities are born from the raw energies of their respective elements and often inhabit the realms or planes associated with their elemental origin. Their appearance is a direct reflection of their elemental nature; earth elementals might look like moving boulders or statues, water elementals like ever-shifting liquid forms, air elementals as whirlwinds or misty apparitions, and fire elementals as living flames or burning specters.
Tier 4
Air Elemental
Enormous, Elemental
Tier 4, Challenge Point 40, XP: 160
Attributes
AC 20 AP 0 HP 159 Posture 90 Mana 30
- Damage Immunities Brain, Bleed, Poison
- Damage Resistance Slash, Strike, Thrust
- Passive Insight/ Perception 20
- Senses Blind Senses
- Language Elemental Speech (Auran)
Movement
Base/ Fly (Hover) 45 Climb/ Swim 10 Dash 20 Stats + Skills
STR -1 DEX +10 INT -2 WIS +10 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Actions
Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells
Villain Mana Once this combat, you can regain all your Mana at any moment.
Summon Storm When you roll for Initiative, all the area within 1.000 feet of you is affected by a powerful storm. All that area is affected by strong winds, and is considered harsh terrain, except for you.
When a creature ends its turns, it must make a Luck Check (DC 18). On a fail, it must then succeed on a Reflex Save (DC 18), or be struck by a lightning, taking 4d10 electric damage.
A creature can avoid all the effects of this storm if it is on a close environment.
Abilities
Cloud Camouflage While you remain motionless, you take the form of a cloud. Any creature attempting to analyze you must succeed on a Nature Check (DC 18) in order to discern that you are not a genuine cloud.
Immaterial Form You are immune against being Stunned, Contained, Immobilized, Knocked Prone, Suffocated or Poisoned. You can also pass through any creature or object space, regardless of size.
Electric Charge If a creature within 5 feet hits you with a Melee Attack or touches you, it takes 1d8 electric damage, which deals double Posture damage.
Spell Skill Spell Hit: +10, Spell DC (18)
Actions (1)
- Cast Spell You can cast the following spells:
- At Will: Minor Lightning, Minor Wind Slash
- Level 1 (1 Mana): Lightning Strike, Wind Slash
- Level 2 (2 Mana): Bolt of Lightning, Wind Barrier
- Level 3 (4 Mana): Lightning Storm, Minor Tornado
- Level 4 (6 Mana): Great Lightning Chain
Bonus Action
- Cast Spell You can cast the following spells:
- At Will: Gust of Wind
- Quick Electric Burst: Hit +10, Dmg 2d8 electric
- Electric Hit: Any electric damage from this Attack deals double Posture damage.
- Ranged Attack (30/60)
Reaction
- Evasion When an Attack would hit you, you can use your Reaction to gain a +4 bonus to your AC, potentially making that Attack miss instead.
Earth Elemental
Enormous, Elemental
Tier 4, Challenge Point 40, XP: 160
Attributes
AC 17 AP 4 HP 330 Posture 168
- Damage Immunities Brain, Bleed, Poison, Psychic
- Damage Resistance Fire, Slash
- Passive Insight/ Perception 18
- Senses Blind Senses
- Language Elemental Speech (Terran)
Movement
Base 25 Burrow/ Climb 25 Swim 0 Dash 50 Stats + Skills
STR +10 DEX -1 INT -2 WIS +8 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
- Unstoppable You ignore harsh terrain and cannot be Immobilized by any means.
Abilities
- Echolocation You lose Blind Senses and become completely Blinded while Deafened.
- Giga Charge If you Dash, you can pass through the space of any Large or smaller creature, without provoking Attacks of Opportunity. Those creatures must then succeed on an Agility Save (DC 18), or take 2d12 strike damage and become Knocked Prone.
- Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 18), or be pushed 10 feet away and become Stunned and Knocked Prone.
- Earth Camouflage While motionless, you appear just a normal earth. A creature can make 1 Investigation Check (DC 18) to see through the camouflage.
- Stone Endurance You are immune against being Confused, Exhausted, Enchanted, Scared, Stunned, Suffocated, or Poisoned
- Tough Posture You don't trigger Attacks of Opportunity when your Posture is reduced to 0.
Actions (3)
- Earth Strike Hit +10, Dmg 3d12 strike
- Armor Piercer: You ignore 2 AP
- Knocker: On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage.
- Cause Earthquake All creature within 30 feet of you that are currently on the ground must make an Athletics Save (DC 18). On a fail, they take 3d12 strike and become Knocked Prone. On a success, they only take half that damage.
- That area also becomes harsh terrain.
- Triumph: This Action has a limit of once per round.
Fire Elemental
Enormous, Elemental
Tier 4, Challenge Point 40, XP: 160
Attributes
AC 16 AP 0 HP 159 Posture 90 Mana 40
- Damage Immunities Brain, Bleed, Fire, Poison
- Damage Resistance Slash, Strike, Thrust
- Damage Weakness Cold
- Passive Insight/ Perception 20
- Senses Blind Senses
- Language Elemental Speech (Ignan)
Movement
Base 35 Climb/ Swim 10 Dash 20 Stats + Skills
STR -1 DEX +6 INT -2 WIS +10 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells
Villain Mana Once this combat, you can regain all your Mana at any moment.
Spread Fire When you deal fire damage, you also regain HP equal to half fire damage dealt
Abilities
Immaterial Form You are immune against being Stunned, Contained, Immobilized, Knocked Prone, Suffocated or Poisoned. You can also pass through any creature or object space, regardless of size.
Fire Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Agility Save (DC 18) or take 1d12 fire damage and become Ignited (1d8).
Fire Form Any creature that touches you directly (like grappling or mounting) becomes Ignited (1d8). You also take 10 cold damage for every 5 feet you move on water, or whenever you take damage from a spell or similar effect that splashes a lot of water.
Spell Skill Spell Hit: +10, Spell DC (18)
Actions (1)
- Cast Spell You can cast the following spells:
- At Will: Fire Orb
- Level 1 (1 Mana): Flamethrower
- Level 2 (2 Mana): Fireball
- Level 3 (4 Mana): Fire Barrier
- Level 4 (6 Mana): Combustion
- Level 5 (10 Mana): Delayed Fireball
Water Elemental
Enormous, Elemental
Tier 4, Challenge Point 40, XP: 160
Attributes
AC 20 AP 0 HP 168 Posture 90
- Damage Immunities Brain, Bleed, Fire, Poison
- Damage Resistance Slash, Strike, Thrust
- Passive Insight/ Perception 18
- Senses Blind Senses
- Language Elemental Speech (Aquan)
Movement
Base/ Swim 45 Climb 25 Dash 50 Stats + Skills
STR +8 DEX +10 INT -2 WIS +8 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
- Flood Presence When you roll for Initiative, you can make all the environment within 300 feet magically flood with water.
- All the area is now underwater, and any creature that starts its turns in this water must succeed on an Athletics Save (DC 18), or become Immobilized for the rest of their turns as the water magically holds them in place.
- Unstoppable You ignore harsh terrain and cannot be Immobilized by any means.
Abilities
Swimmer While underwater, you are considered to be in fast terrain and you don't gain disadvantage on Attacks
Water Form You are immune to being Contained, Immobilized, Knocked Prone, Suffocated, or Poisoned. You can also pass through any creature or object's space, regardless of size. If you take 30 or more cold damage in a single round, you become Paralyzed for 1 turn as a result of becoming frozen.
Water Camouflage While you are motionless, you appear as normal water. A creature that attempts to analyze you must succeed on an Nature Check (DC 18) to notice that you are a living thing.
Water Ambusher You gain advantage on Stealth Checks while underwater. In addition, creatures that are not fully submerge in water are considered completely Blinded when interacting with you.
Action (3)
- Water Strike Hit +10, Dmg 2d12 strike
- Water Bash: On a hit, a creature is pushed 10 feet away from you while underwater and take extra 1d12 strike damage. This Attack deal double Posture damage.
- Water Engulf Hit +10, Dmg 2d12 strike
- Water Grapple: On a hit, the target becomes grappled by you. A creature grappled by you is also considered Contained and underwater. You can grapple one creature of Medium or smaller size at once.
- Water Jet All creatures in a 5 feet wide and 120 feet long area in front of you must make an Agility Save (DC 18). On a fail, they take 4d12 strike damage and become Knocked Prone. On a success, they only take half that damage. This strike damage deals double Posture damage.
- Triumph: This Action has a limit of once per round.