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26th Level Monster Conversions (Return of the Ki-Rin)
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<blockquote data-quote="the Jester" data-source="post: 5796512" data-attributes="member: 1210"><p>NOTE: The attached pdf is my current "Elemental" document, which has updated versions of (I believe) all the elementals I've written so far. </p><p></p><p><strong><span style="font-size: 18px">Omnimental Level 26 Solo Artillery </span></strong> </p><p>Gargantuan elemental animate (air, earth, fire, water) XP 45,000 </p><p>An omnimental is an immense elemental composed of a mix of all four classical elements. The omnimentals are ancient creatures, old generals who fought under the Primordials in the Dawn War and led diverse groups of elemental and archon troops. </p><p>HP 376; Bloodied 188 (plus see death burst) Initiative +20</p><p>AC 38; Fortitude 38; Reflex 39; Will 38 Perception +20</p><p>Speed 6, fly 10 (hover), swim 10 Blindsight 10</p><p>Resist 15 fire, 15 lightning, 15 thunder; Vulnerable 10 cold (plus see Crystallize)</p><p>Saving Throws +5; Action Points 2</p><p></p><p><strong>TRAITS</strong> </p><p>Crystallized by Cold</p><p> When the omnimental takes cold damage, it is slowed until the end of its next turn.</p><p></p><p>Multiple Spirits</p><p> If the omnimental is dazed, dominated or stunned, it loses one attack with its elemental barrage on its next turn, but never has less than two attacks when it uses elemental barrage.</p><p></p><p>Overwhelming Energies</p><p> While the omnimental is bloodied, it ignores energy resistance and immunity.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p> </p><p>(mbasic) Crashing Stone * At Will</p><p> Attack: Melee 3 (one creature); +31 vs. AC.</p><p> Hit: 4d10+12 damage.</p><p></p><p>(mbasic) Touch of the Storm (fire, lightning, thunder) * At Will</p><p> Attack: Melee 3 (one creature); +31 vs. Reflex.</p><p> Hit: 4d10+12 fire, lightning and thunder damage.</p><p></p><p>(rbasic) Flaming Boulder (fire) * At Will</p><p> Attack: Ranged 10 (one creature); +33 vs. AC.</p><p> Hit: 4d6 damage, plus 20 fire damage and each creature adjacent to the target takes 10 fire damage.</p><p></p><p>(rbasic) Storm Bolt (lightning, thunder) * At Will</p><p> Attack: Ranged 20 (one creature); +31 vs. Reflex.</p><p> Hit: 5d8+8 lightning and thunder damage.</p><p> Miss: Half damage.</p><p></p><p>Elemental Barrage * At Will</p><p> Effect: The omnimental makes four basic attacks.</p><p></p><p>TRIGGERED ACTIONS </p><p> </p><p>Death Burst * Encounter</p><p> Trigger: The omnimental dies.</p><p> Effect (No Action): One each air, earth, fire and water omnimental spawn appears within 3 squares of the omnimental's space. These monsters' xp values are included in the omnimental's xp value.</p><p>---</p><p>Str 30 Dex 25 Wis 25</p><p>Con 26 Int 10 Cha 17 </p><p>Alignment unaligned Languages Primordial</p><p></p><p><strong><span style="font-size: 18px">Air Omnimental Spawn Level 26 Lurker </span></strong> </p><p>Medium elemental magical beast (air) XP - </p><p> Note: An omnimental spawn encountered alone is worth approximately 5,625 xp (its hit points are half normal). </p><p>HP 89; Bloodied 44 Initiative +25</p><p>AC 40; Fortitude 37; Reflex 39; Will 38 Perception +16</p><p>Speed 0, fly 10 (hover) </p><p>Vulnerable 15 fire </p><p></p><p><strong>TRAITS </strong> </p><p>Phantom on the Wind</p><p> The air spawn becomes invisible whenever it starts its turn without an enemy adjacent to it. The invisibility lasts until the end of its next turn or until it attacks. </p><p></p><p><strong>STANDARD ACTIONS </strong></p><p> </p><p>(mbasic) Slam * At Will</p><p> Attack: Melee 1 (one creature); +31 vs. AC.</p><p> Hit: 4d10+8 damage.</p><p></p><p>(melee) Engulfing Winds * At Will</p><p> Attack: Melee 2 (one creature that can't see the elemental); +29 vs. Fortitude. </p><p> Hit: The elemental slides the target up to 2 squares into the elemental's space, and the target is grabbed. Until the grab ends, the target is dazed and takes ongoing 30 damage. When the air spawn moves, the grabbed creature moves with it, remaining in the air spawn's space. The air spawn moves at full speed when it has a creature grabbed, and it need not spend a standard action or make an attack roll to move a grabbed creature. </p><p>---</p><p>Skills Stealth +26</p><p>Str 20 Dex 27 Wis 17</p><p>Con 17 Int 5 Cha 8 </p><p>Alignment unaligned Languages Primordial</p><p></p><p><strong><span style="font-size: 18px">Earth Omnimental Spawn Level 26 Soldier </span></strong> </p><p>Medium elemental magical beast (earth) XP - </p><p> Note: An omnimental spawn encountered alone is worth approximately 5,625 xp (its hit points are half normal). </p><p>HP 119; Bloodied 59 Initiative +13</p><p>AC 41; Fortitude 39; Reflex 36; Will 37 Perception +16</p><p>Speed 7, burrow 7 Tremorsense 5</p><p>Vulnerable thunder (see brittle skin)</p><p></p><p><strong>TRAITS </strong> </p><p>Earth Glide</p><p> The earth spawn can pass through earth and rock as if it were phasing.</p><p></p><p>Brittle Skin </p><p> Whenever the earth spawn takes thunder damage, it takes a -2 penalty to all defenses until the end of its next turn.</p><p></p><p><strong>STANDARD ACTIONS </strong> </p><p> </p><p>(mbasic) Slam * At Will</p><p> Attack: Melee 1 (one creature); +31 vs. AC.</p><p> Hit: 5d8+12 damage, and the target cannot shift until the end of the earth spawn's next turn.</p><p></p><p>(melee) Flattening Stomp * Encounter</p><p> Attack: Melee 1 (one creature); +29 vs. Reflex.</p><p> Hit: 5d8+24 damage.</p><p> Effect: The target and each enemy within 2 squares of it falls prone.</p><p>---</p><p>Str 23 Dex 6 Wis 17</p><p>Con 23 Int 5 Cha 6 </p><p>Alignment unaligned Languages Primordial</p><p></p><p><strong><span style="font-size: 18px">Fire Omnimental Spawn Level 26 Skirmisher </span></strong> </p><p>Medium elemental magical beast (fire) XP - </p><p> Note: An omnimental spawn encountered alone is worth approximately 5,625 xp (its hit points are half normal). </p><p>HP 113; Bloodied 56 Initiative +24</p><p>AC 39; Fortitude 37; Reflex 39; Will 38 Perception +16</p><p>Speed 12, fly 8 </p><p>Resist 10 fire; Vulnerable cold (see frozen in place)</p><p></p><p><strong>TRAITS </strong> </p><p>Frozen in Place</p><p> Whenenver the fire spawn takes cold damage, it cannot shift until the end of its next turn.</p><p></p><p><strong>STANDARD ACTIONS </strong> </p><p> </p><p>(mbasic) Slam (fire) * At Will</p><p> Attack: Melee 1 (one creature); +29 vs. Reflex.</p><p> Hit: Ongoing 20 fire damage (save ends). </p><p></p><p><strong>MINOR ACTIONS </strong> </p><p> </p><p>Flickering Flame * At Will</p><p> Effect: The fire spawn shifts up to 6 squares.</p><p><strong></strong></p><p><strong>TRIGGERED ACTIONS </strong> </p><p> </p><p>(close) Hungry Flames (fire) * At Will</p><p> Trigger: An enemy attacks the fire spawn.</p><p> Attack (Immediate Reaction): Close burst 3 (enemies in burst); +29 vs. Reflex. </p><p> Hit: 3d6+3 fire damage.</p><p>---</p><p>Str 10 Dex 29 Wis 17</p><p>Con 11 Int 5 Cha 6</p><p>Alignment unaligned Languages Primordial</p><p></p><p><strong><span style="font-size: 18px">Water Omnimental Spawn Level 26 Controller </span></strong> </p><p>Medium elemental magical beast (aquatic, water) XP - </p><p> Note: An omnimental spawn encountered alone is worth approximately 5,625 xp (its hit points are half normal). </p><p>HP 116; Bloodied 58 Initiative +18</p><p>AC 40; Fortitude 39; Reflex 38; Will 37 Perception +16</p><p>Speed 8, swim 8</p><p>Vulnerable cold (see sensitive to cold)</p><p></p><p><strong>TRAITS </strong> </p><p>Aquatic</p><p> The water spawn can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls agsint nonaquatic creatures.</p><p></p><p>Sensitive to Cold</p><p> Whenever the water spawn takes cold damage, it gains vulnerable 10 against the next attack that hits it before the end of its next turn.</p><p></p><p><strong>STANDARD ACTIONS </strong> </p><p> </p><p>(mbasic) Slam * At Will</p><p> Attack: Melee 1 (one creature); +29 vs. Reflex.</p><p> Hit: 4d6+6 damage, and ongoing 15 damage (save ends).</p><p></p><p>(close) Surging Waves * Recharges when first bloodied</p><p> Attack: Close blast 3 (enemies in blast); +29 vs. Fortitude. </p><p> Hit: 5d6+10 damage, and the water spawn slides the target up to 5 squares.</p><p></p><p><strong>MINOR ACTIONS</strong> </p><p> </p><p>Drowning Essence * At Will 1/round</p><p> Effect: The water spawn slides each creature that has ongoing damage from its slam up to 4 squares.</p><p>---</p><p>Str 20 Dex 20 Wis 17</p><p>Con 17 Int 5 Cha 8 </p><p>Alignment unaligned Languages Primordial</p></blockquote><p></p>
[QUOTE="the Jester, post: 5796512, member: 1210"] NOTE: The attached pdf is my current "Elemental" document, which has updated versions of (I believe) all the elementals I've written so far. [B][SIZE="5"]Omnimental Level 26 Solo Artillery [/SIZE][/B] Gargantuan elemental animate (air, earth, fire, water) XP 45,000 An omnimental is an immense elemental composed of a mix of all four classical elements. The omnimentals are ancient creatures, old generals who fought under the Primordials in the Dawn War and led diverse groups of elemental and archon troops. HP 376; Bloodied 188 (plus see death burst) Initiative +20 AC 38; Fortitude 38; Reflex 39; Will 38 Perception +20 Speed 6, fly 10 (hover), swim 10 Blindsight 10 Resist 15 fire, 15 lightning, 15 thunder; Vulnerable 10 cold (plus see Crystallize) Saving Throws +5; Action Points 2 [B]TRAITS[/B] Crystallized by Cold When the omnimental takes cold damage, it is slowed until the end of its next turn. Multiple Spirits If the omnimental is dazed, dominated or stunned, it loses one attack with its elemental barrage on its next turn, but never has less than two attacks when it uses elemental barrage. Overwhelming Energies While the omnimental is bloodied, it ignores energy resistance and immunity. [B]STANDARD ACTIONS [/B] (mbasic) Crashing Stone * At Will Attack: Melee 3 (one creature); +31 vs. AC. Hit: 4d10+12 damage. (mbasic) Touch of the Storm (fire, lightning, thunder) * At Will Attack: Melee 3 (one creature); +31 vs. Reflex. Hit: 4d10+12 fire, lightning and thunder damage. (rbasic) Flaming Boulder (fire) * At Will Attack: Ranged 10 (one creature); +33 vs. AC. Hit: 4d6 damage, plus 20 fire damage and each creature adjacent to the target takes 10 fire damage. (rbasic) Storm Bolt (lightning, thunder) * At Will Attack: Ranged 20 (one creature); +31 vs. Reflex. Hit: 5d8+8 lightning and thunder damage. Miss: Half damage. Elemental Barrage * At Will Effect: The omnimental makes four basic attacks. TRIGGERED ACTIONS Death Burst * Encounter Trigger: The omnimental dies. Effect (No Action): One each air, earth, fire and water omnimental spawn appears within 3 squares of the omnimental's space. These monsters' xp values are included in the omnimental's xp value. --- Str 30 Dex 25 Wis 25 Con 26 Int 10 Cha 17 Alignment unaligned Languages Primordial [B][SIZE="5"]Air Omnimental Spawn Level 26 Lurker [/SIZE][/B] Medium elemental magical beast (air) XP - Note: An omnimental spawn encountered alone is worth approximately 5,625 xp (its hit points are half normal). HP 89; Bloodied 44 Initiative +25 AC 40; Fortitude 37; Reflex 39; Will 38 Perception +16 Speed 0, fly 10 (hover) Vulnerable 15 fire [B]TRAITS [/B] Phantom on the Wind The air spawn becomes invisible whenever it starts its turn without an enemy adjacent to it. The invisibility lasts until the end of its next turn or until it attacks. [B]STANDARD ACTIONS [/B] (mbasic) Slam * At Will Attack: Melee 1 (one creature); +31 vs. AC. Hit: 4d10+8 damage. (melee) Engulfing Winds * At Will Attack: Melee 2 (one creature that can't see the elemental); +29 vs. Fortitude. Hit: The elemental slides the target up to 2 squares into the elemental's space, and the target is grabbed. Until the grab ends, the target is dazed and takes ongoing 30 damage. When the air spawn moves, the grabbed creature moves with it, remaining in the air spawn's space. The air spawn moves at full speed when it has a creature grabbed, and it need not spend a standard action or make an attack roll to move a grabbed creature. --- Skills Stealth +26 Str 20 Dex 27 Wis 17 Con 17 Int 5 Cha 8 Alignment unaligned Languages Primordial [B][SIZE="5"]Earth Omnimental Spawn Level 26 Soldier [/SIZE][/B] Medium elemental magical beast (earth) XP - Note: An omnimental spawn encountered alone is worth approximately 5,625 xp (its hit points are half normal). HP 119; Bloodied 59 Initiative +13 AC 41; Fortitude 39; Reflex 36; Will 37 Perception +16 Speed 7, burrow 7 Tremorsense 5 Vulnerable thunder (see brittle skin) [B]TRAITS [/B] Earth Glide The earth spawn can pass through earth and rock as if it were phasing. Brittle Skin Whenever the earth spawn takes thunder damage, it takes a -2 penalty to all defenses until the end of its next turn. [B]STANDARD ACTIONS [/B] (mbasic) Slam * At Will Attack: Melee 1 (one creature); +31 vs. AC. Hit: 5d8+12 damage, and the target cannot shift until the end of the earth spawn's next turn. (melee) Flattening Stomp * Encounter Attack: Melee 1 (one creature); +29 vs. Reflex. Hit: 5d8+24 damage. Effect: The target and each enemy within 2 squares of it falls prone. --- Str 23 Dex 6 Wis 17 Con 23 Int 5 Cha 6 Alignment unaligned Languages Primordial [B][SIZE="5"]Fire Omnimental Spawn Level 26 Skirmisher [/SIZE][/B] Medium elemental magical beast (fire) XP - Note: An omnimental spawn encountered alone is worth approximately 5,625 xp (its hit points are half normal). HP 113; Bloodied 56 Initiative +24 AC 39; Fortitude 37; Reflex 39; Will 38 Perception +16 Speed 12, fly 8 Resist 10 fire; Vulnerable cold (see frozen in place) [B]TRAITS [/B] Frozen in Place Whenenver the fire spawn takes cold damage, it cannot shift until the end of its next turn. [B]STANDARD ACTIONS [/B] (mbasic) Slam (fire) * At Will Attack: Melee 1 (one creature); +29 vs. Reflex. Hit: Ongoing 20 fire damage (save ends). [B]MINOR ACTIONS [/B] Flickering Flame * At Will Effect: The fire spawn shifts up to 6 squares. [B] TRIGGERED ACTIONS [/B] (close) Hungry Flames (fire) * At Will Trigger: An enemy attacks the fire spawn. Attack (Immediate Reaction): Close burst 3 (enemies in burst); +29 vs. Reflex. Hit: 3d6+3 fire damage. --- Str 10 Dex 29 Wis 17 Con 11 Int 5 Cha 6 Alignment unaligned Languages Primordial [B][SIZE="5"]Water Omnimental Spawn Level 26 Controller [/SIZE][/B] Medium elemental magical beast (aquatic, water) XP - Note: An omnimental spawn encountered alone is worth approximately 5,625 xp (its hit points are half normal). HP 116; Bloodied 58 Initiative +18 AC 40; Fortitude 39; Reflex 38; Will 37 Perception +16 Speed 8, swim 8 Vulnerable cold (see sensitive to cold) [B]TRAITS [/B] Aquatic The water spawn can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls agsint nonaquatic creatures. Sensitive to Cold Whenever the water spawn takes cold damage, it gains vulnerable 10 against the next attack that hits it before the end of its next turn. [B]STANDARD ACTIONS [/B] (mbasic) Slam * At Will Attack: Melee 1 (one creature); +29 vs. Reflex. Hit: 4d6+6 damage, and ongoing 15 damage (save ends). (close) Surging Waves * Recharges when first bloodied Attack: Close blast 3 (enemies in blast); +29 vs. Fortitude. Hit: 5d6+10 damage, and the water spawn slides the target up to 5 squares. [B]MINOR ACTIONS[/B] Drowning Essence * At Will 1/round Effect: The water spawn slides each creature that has ongoing damage from its slam up to 4 squares. --- Str 20 Dex 20 Wis 17 Con 17 Int 5 Cha 8 Alignment unaligned Languages Primordial [/QUOTE]
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