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Animental

(Elemental Template)

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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.

 

Converted by Dylan Gault dylan@fastmail.ca