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Though none can say for certain the reasons, one
can often find creatures roaming the elemental planes
that are like copies or echoes of creatures from the
Prime Material Plane. These creatures appear and behave
very similar to the creature they resemble, though very
often their place in the elemental ecology is quite
different from what one might expect. These animentals,
as they are called, seem to be composed of elemental
substance. [Converted from
Planescape Monstrous Compendium III, page
14.]
Creating an Animental:
"Animental" is a template that can be added to any
corporeal creature that is neither an elemental nor an
outsider nor an undead (referred to hereafter as the
"base creature"). Creatures with this template become
elementals. All animentals receive a creature subtype
that is appropriate to the element of their construction,
as detailed below.
An animental creature uses all the base creature's
statistics and special abilities except as noted
here.
Elemental and Subtype:
Element
|
Creature
Subtype
|
Air
|
Air
|
Earth
|
Earth
|
Fire
|
Fire
|
Water
|
Water
|
Ice
|
Cold
|
Magma
|
Fire, Earth
(Magma)
|
Ooze
|
Water, Earth
(Ooze)
|
Smoke
|
Air (Smoke)
|
Ash
|
(Ash)
|
Dust
|
Earth (Dust)
|
Lightning
|
Electricity
(Lightning)
|
Mineral
|
Earth (Mineral)
|
Radiance
|
(Radiance)
|
Salt
|
(Salt)
|
Steam
|
Fire, Water
(Steam)
|
Note: There have been no
animentals reported from the Plane of
Vacuum.
Cold subtype (Ex): Cold
immunity, double damage from fire except on successful
save.
Fire subtype (Ex): Fire
immunity, double damage from cold except on successful
save.
Electricity subtype (Ex):
Electricity immunity.
Radiance Subtype (Ex):
Immune to light attacks and effects, takes 1 hit
point/caster level in damage from darkness
spells.
- Speed: Certain animentals gain new movement
abilities. Animentals of Earth and Mineral gain
burrowing movement equal to their base movement.
Animentals of Water, Magma and Ooze gain swimming
movement equal to their base movement, though Magma
animentals may only swim through magma. Animentals of
Air, Lightning, Radiance and Smoke and Steam gain
flight equal to their base movement at average
maneuverability. If the animental previously had
flight, its flight movement increases one step in
maneuverability.
- AC: Natural armor is as the base creature
+2.
- Damage: The natural attacks of Fire, Magma
and Steam animentals do an additional 1d6 heat damage.
The natural attacks of Ice animentals do an additional
1d4 cold damage. The natural attacks of Lightning
animentals do an additional 1d6 electricity
damage.
- Special Attacks: An animental creature
retains all the special attacks of the base creature.
Fire and Magma animentals also gains the
following:
- Burn (Ex): Those hit by the natural attacks
of a Fire or Magma animental must succeed at a Reflex
save or catch fire. The flame burns for 1d4 rounds
(see Catching Fire, page 86 in the
DUNGEON
MASTER'S
Guide). The save DC is equal to 10 + half the
creature's hit dice + the creature's Constitution
bonus. A burning creature can take a move equivalent
action to put out the flame.
- Creatures hitting a Fire or Magma animental with
natural weapons or unarmed attacks take 1d6 fire
damage, and also catch fire unless they succeed at a
Reflex save.
- Special Qualities: An animental creature
retains all the special qualities of the base creature
and also gains the following:
- Darkvision, 60' (Ex)
- Elemental (Ex): Immune to poison, sleep,
paralysis and stunning. Not subject to critical
hits.
- Damage Reduction (Ex): Animentals gains
damage reduction according to its hit dice. Animentals
of 5-9 HD have DR 5/+1, 10-14 HD have DR 5/+2, 15+ HD
have DR 10/+3.
- Saves: Same as the base creature.
- Abilities: Same as the base creature.
- Skills: Same as the base creature.
- Feats: Same as the base creature.
- Climate/Terrain: Relevant elemental
plane.
- Organization: Same as the base
creature.
- Challenge Rating: Up to 4 HD, as base
creature, 5 to 9 HD, as base creature +1, 10+ HD, as
base creature +2.
- Treasure: Same as the base creature.
- Alignment: Same as the base creature.
- Advancement: Same as the base
creature.
Sample Animental
Creature
- Animental Displacer Beast (Ice)
- Large Elemental (Cold)
- Hit Dice: 6D10 + 18 (51 hp)
- Initiative: +2 (Dex)
- Speed: 40 ft.
- AC: 12 (-1 size, +2 Dex, +5 natural)
- Attacks: 2 tentacles +9 melee, bite +4
melee
- Damage: Tentacle 1d6 +4 +1d4 cold, bite 1d8
+2 + d4 cold
- Face/Reach: 5ft. by 10 ft./5 ft (15 ft.
with tentacles)
- Special Qualities: Displacement,
resistance to ranged attacks, Darkvision 60', DR 5/+1,
Elemental, Cold Subtype
- Saves: Fort +8, Ref +7, Will +3
- Abilities: Str 18, Dex 15, Con 16, Int 5,
Wis 12, Cha 8
- Skills: Hide +12, Listen +3, Move Silently
+7, Spot +6
- Feats: Alertness, Dodge
-
Climate/Terrain: Paraelemental Plane of
Ice
- Organization: Solitary, pair, or pride
(6-10)
- Challenge Rating: 5
- Treasure: 1/10 coins; 50% goods; 50%
items
- Alignment: Usually lawful evil
- Advancement: 7-9 HD (Large); 10-18 HD
(Huge)
Combat
- Displacement (Su): Any melee or ranged attack
directed at the creature has a 50% miss chance, unless
the attacker can locate the creature by some means other
than sight.
- Resistance to ranged attacks (Su): +2
resistance bonus to saves against any ranged spell or
ranged magical attack that specifically targets it
(except for ranged touch attacks).
- Cold subtype (Ex): Cold immunity, double
damage from fire except on successful save.
- Skills: The creature receives a +8 racial
bonus to hide checks, thanks to its displacement power.
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