Complex Elemental
Complex Elementals arise from the intricate intersections of elemental forces and the myriad variations found within the primeval fabric of existence. Unlike the basic Elementals that embody pure elemental forms such as earth, water, air, and fire, Complex Elementals represent a fusion or refinement of these forces, resulting in unique and often more unpredictable beings.
The nature of Complex Elementals is inherently dual or even multifaceted, leading to personalities and behaviors that reflect their multifarious origins.heir very existence speaks to the deeper mysteries of elemental forces and the unfathomable combinations the universe can produce.
Tier 3
Living Molten Metal
Enormous, Elemental
Tier 3, Challenge Points 20, XP: 60
Attributes
AC 16 AP 4 HP 168 Posture 77
- Damage Immunities Brain, Bleed, Fire, Poison, Psychic
- Damage Weakness Acid, Cold
- Passive Insight/ Perception 7
- Senses Blind Senses
- Language Elemental Speech (Ignan, Terran)
Movement
Base 20 Climb/ Swim 25 Dash 50 Stats + Skills
STR +8 DEX -3 INT -2 WIS -3 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
- Crackling Metal Cry When you roll for Initiative, you can crackling sound. All creatures within 120 feet of you must make an Endurance Save (DC 16) or take 4d6 sonic damage on a fail, or half as much on a success.
- Any creature that takes this sonic damage must also succeed on an Insight Save (DC 16) or become Scared of you for 1 turn.
Abilities
- Echolocation You lose Blind Senses and become completely Blinded while Deafened.
- Fire Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Agility Save (DC 16) or take 1d6 fire damage and become Ignited (1d6).
- Fire Form Any creature that touches you directly (like grappling or mounting) becomes Ignited (1d6). 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.
- Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 16), or be pushed 20 feet away and become Stunned and Knocked Prone.
- Metal Endurance You are immune to being Confused, Exhausted, Enchanted, Scared, Stunned, Suffocated, or Poisoned.
- Additionally, all your Attacks deal an extra 1d6 fire damage (already included in the sheet).
- Reckless You gain advantage on all your Attacks, but all Attacks against you also gain advantage.
Actions (3)
- Metal Strike Hit +8, Dmg 1d12 strike + 1d6 fire
- Ignite: On a hit, a target becomes Ignited (1d6).
- Fire Breath All creatures in a 15 feet wide and 30 feet long area in front of you must make an Agility Save (DC 16). On a fail, they take 4d6 fire damage and become Ignited (1d6). On a success, they only take half that damage.
- Triumph: This Action has a limit of once per round.
Living Plasma
Large, Elemental
Tier 3, Challenge Points 20, XP: 60
Attributes
AC 19 AP 0 HP 79 Posture 49 Mana 20
- Damage Immunities Brain, Bleed, Fire, Poison, Psychic
- Damage Resistances: Strike, Slash, Thrust
- Passive Insight/ Perception 16
- Senses Blind Senses
- Language Elemental Speech (Auran, Ignan)
Movement
Base/ Fly (Hover) 45 Climb/ Swim 0 Dash 20 Stats + Skills
STR -1 DEX +9 INT -2 WIS +6 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
Fast You are always on fast terrain
Immaterial Form You are immune against being Stunned, Contained, Immobilized, Knock 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 1d6 electric damage, which deals double Posture damage.
Spell Skill Spell Hit: +9, Spell DC (17)
Actions (1)
- Cast Spell You can cast the following spells:
- At Will: Minor Lightning
- Level 1 (1 Mana): Lightning Strike
- Level 2 (2 Mana): Bolt of Lightning
- Level 3 (4 Mana): Lightning Storm
Bonus Action
- Quick Electric Burst: Hit +9, Dmg 2d6 electric
- Electric Hit: Any electric damage from this Attack deals double Posture damage.
- Ranged Attack (30/60)
Putrid Elemental
Enormous, Elemental/ Undead
Tier 3, Challenge Points 20, XP: 60
Attributes
AC 16 AP 3 HP 128 Posture 66
- Damage Immunities Brain, Bleed, Poison, Psychic
- Damage Resistances: Dark, Slash
- Damage Weakness: Light
- Passive Insight/ Perception 16
- Senses Blind Senses
- Language Dark Common, Elemental Speech (Terran)
Movement
Base 20 Burrow/ Climb 25 Swim 0 Dash 50 Stats + Skills
STR +8 DEX -3 INT -2 WIS +6 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
- Corrupted Earth At the start of each round, you can make 1 Putrid Zombie come out of inside of you.
- You cannot be using your burrow speed in order to make this Zombie appear.
Abilities
Echolocation You lose Blind Senses and become completely Blinded while Deafened.
Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 16), or be pushed 10 feet away and become Stunned and Knocked Prone.
Putrid Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Endurance Save (DC 16) or become Poisoned (1d6, 1 turn).
A creature that is already Poisoned takes 1d6 poison damage on a fail instead.
Stone Endurance You are immune against being Confused, Exhausted, Enchanted, Scared, Stunned, Suffocated, or Poisoned
Undead Plague When you kill a creature, it turns into an Undead with the same Tier it had while alive.
Undead Mind You are immune to being Confused, Enchanted or Scared.
Actions (3)
- Putrid Strike Hit +8, Dmg 1d12 strike + 1d12 poison
- Armor Piercer: You ignore 2 AP
- Poison Breath All creatures in a 20 feet wide and 60 feet long area in front of you must succeed on a Endurance Save (DC 16), or become Poisoned (1d6, 1 turn). A creature that was already Poisoned takes 4d6 poison damage instead.
- Triumph: This Action has a limit of once per round.
Mirror Elemental
Medium, Elemental/ Construct
Tier 3, Challenge Points 20, XP: 60
Attributes
AC 18 AP 0 HP 37 Posture 28 Mana 20
- Damage Immunities Brain, Bleed, Poison, Psychic, Light
- Damage Weakness Acid
- Passive Insight/ Perception 16
- Senses Blind Senses
- Language Dark Common, Elemental Speech (Terran)
Movement
Base 45 Climb/ Swim 10 Dash 20 Stats + Skills
STR -3 DEX +8 INT -2 WIS +6 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
Abilities
- Ambusher You gain advantage on all Stealth Checks.
- Assassin Once per round, when you Attack a Surprised creature, you can deal extra 2d12 damage.
- Echolocation You lose Blind Senses and become completely Blinded while Deafened.
- Invisible You are always affected by the Invisibility spell.
- Spell Skill Spell Hit: +8, Spell DC (16)
Actions (2)
- Mirror Blade Hit +8, Dmg 2d12 slash or thrust
- Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
- Cast Spell You can cast the following spells
- At Will: Minor Illusion
- Level 1 (1 Mana): Hologram, Visual Pollution
- Level 2 (2 Mana): Psychedelic Colors
- Level 3 (4 Mana): Grand Illusion
Bonus Action
- Quick Hide You can Hide as a Bonus Action.
Reaction
- Bright Look Before a creature Attacks you, you can use your Reaction to throw light on its face. That creature must then succeed on a Reflex Save (DC 16), or become completely Blinded for 1 turn.
- Cast Spell You can cast the following spells:
- Level 2 (2 Mana): Quick Camouflage