BOZ
Creature Cataloguer
speaking of which, let's do this guy next:
Nimbus
Small Outsider (Extraplanar, Electricity)
Hit Dice: 8d8+8 (44 hp)
Initiative: +2 (Dex)
Speed: Fly 120 ft (perfect)
AC: 18 (+1 size, +2 Dex, +5 natural)
Attacks:Shock +11 melee touch
Damage: Shock 5d6
Face/Reach: 5ft /5 ft
Special Attacks: Engulf, lightning bolts
Special Qualities: Erratic form, shocking current, absorb electricity, immunities, vulnerabilities, static charge, DR 10/+1, outsider traits
Saves: Fort +1, Ref +6, Will +4
Abilities: Str 10, Dex 15, Con 12, Int 1, Wis 11, Cha 11
Skills: Intuit Direction +3, Listen +4, Spot +4
Feats: Blind-Fight, Flyby Attack, Weapon Finesse (touch)
Climate: Any mountains (Elemental Plane of Air, Positive Energy Plane)
Organization: Solitary
Challenge Rating: 07
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Small); 17-24 HD (Medium-Size)
The nimbus is believed to come from a place where the Elemental Plane of Air touches the Positive Energy plane, giving the spark of life to all manner of electrical beings. It is known to visit the Material Plane occasionally, being attracted to storms in high mountain ranges. The nimbus is an energy creature with no fixed form, and changes its shape frequently. In all its forms, the nimbus gives off a brilliant white or blue-white light.
Though a nimbus appears to be a sort of elemental, it is not a true elemental. The nimbus usually enters the Material plane through gates or rifts that sometimes open at the core of powerful lightning storms. It will spend its time on the playing among the mountain peeks for sheer enjoyment. On its own plane, the nimbus is known to travel in groups, though they only appear singly on the Material plane.
This creature does not understand life, as we know it. It does not consider animals, plants, and other sentient creatures to be alive and makes no attempt to communicate with them in any fashion (even magic and psionics are completely ineffective). It may consider energy phenomena such as fires and lightning bolts to be alive, though.
COMBAT
A nimbus on the Material plane is never aggressive unless attacked. Its preferred method of attack is to electrocute opponents. If the target is wearing armor made of ferrous metal (such as iron or steel, but not mithril or adamantine), or is carrying more than 25 pounds worth of ferrous metal equipment, the nimbus receives a +2 circumstance bonus to its attack roll.
Engulf (Ex): A nimbus in the form of St. Elmo’s fire can attempt to surround an opponent and electrocute it. It cannot make a touch attack during a round in which it electrocutes. As a standard action, the nimbus moves into the space of another creature, filling that space up with its energy form. Opponents can make attacks of opportunity against the nimbus, but if they do so they are not entitled to a saving throw. A victim who does not attempt an attack of opportunity must succeed at a Reflex save (DC 16) or be engulfed by the nimbus; on a success, they are pushed back or aside (opponent’s choice) as the nimbus moves forward. Engulfed creatures are subject to the nimbus’ shock touch, and are considered to be grappled and trapped within its body. The nimbus can only use this attack up to four times per day, as further attacks will drain its energy.
Lightning Bolts (Su): A nimbus can discharge a small lightning bolt each round, as the spell. These bolts only reach up to a range of 60 feet, and deal 2d6 points of electrical damage (Reflex save DC 16 for half).
Erratic Form (Ex): A nimbus changes form frequently, and has four shapes that it typically appears in: ball lightning (a slowly drifting ball of light similar to a will-o-wisp); sheet lightning (a veil similar to a small aurora); bolt lightning (bolts of light arcing from object to object); or St. Elmo's fire (a diffuse, flickering glow that surrounds an object). The nimbus can change from one form to another at will as a free action. The nimbus can reach its maximum speed of 120 feet only in bolt form; in other forms, it's limited to a speed of 50 feet.
Shocking Current (Ex): If a weapon used against a nimbus is made of ferrous metal, its wielder suffers 1d4 points of electrical damage for each successful attack on the nimbus, and may drop the weapon (Fortitude save DC 14 to avoid).
Absorb Electricity (Ex): Electrical attacks do no damage to a nimbus, and instead restore 3d4 hit points to it.
Immunities (Ex): The nimbus is immune to all mind-affecting effects, poison, and acid.
Vulnerabilities (Ex): Magical attacks that include water (such as ice storm spells) do double damage to a nimbus, however non-magical water does not harm the creature.
Static Charge (Ex): When the nimbus is provoked, it generates a static charge powerful enough to give creatures within thirty feet a mild electrical charge. This causes an uncomfortable feeling to creatures within ten feet of the nimbus, and causes any ferrous metal objects to glow with their own St. Elmo's fire. This induced charge does no damage, though it may appear hostile and dangerous.
Outsider Traits: A nimbus has darkvision (60-foot range). It cannot be raised or resurrected.
1988 Wizards of the Coast, Inc.
Originally found in Greyhawk Adventures (1988).
Nimbus
Small Outsider (Extraplanar, Electricity)
Hit Dice: 8d8+8 (44 hp)
Initiative: +2 (Dex)
Speed: Fly 120 ft (perfect)
AC: 18 (+1 size, +2 Dex, +5 natural)
Attacks:Shock +11 melee touch
Damage: Shock 5d6
Face/Reach: 5ft /5 ft
Special Attacks: Engulf, lightning bolts
Special Qualities: Erratic form, shocking current, absorb electricity, immunities, vulnerabilities, static charge, DR 10/+1, outsider traits
Saves: Fort +1, Ref +6, Will +4
Abilities: Str 10, Dex 15, Con 12, Int 1, Wis 11, Cha 11
Skills: Intuit Direction +3, Listen +4, Spot +4
Feats: Blind-Fight, Flyby Attack, Weapon Finesse (touch)
Climate: Any mountains (Elemental Plane of Air, Positive Energy Plane)
Organization: Solitary
Challenge Rating: 07
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Small); 17-24 HD (Medium-Size)
The nimbus is believed to come from a place where the Elemental Plane of Air touches the Positive Energy plane, giving the spark of life to all manner of electrical beings. It is known to visit the Material Plane occasionally, being attracted to storms in high mountain ranges. The nimbus is an energy creature with no fixed form, and changes its shape frequently. In all its forms, the nimbus gives off a brilliant white or blue-white light.
Though a nimbus appears to be a sort of elemental, it is not a true elemental. The nimbus usually enters the Material plane through gates or rifts that sometimes open at the core of powerful lightning storms. It will spend its time on the playing among the mountain peeks for sheer enjoyment. On its own plane, the nimbus is known to travel in groups, though they only appear singly on the Material plane.
This creature does not understand life, as we know it. It does not consider animals, plants, and other sentient creatures to be alive and makes no attempt to communicate with them in any fashion (even magic and psionics are completely ineffective). It may consider energy phenomena such as fires and lightning bolts to be alive, though.
COMBAT
A nimbus on the Material plane is never aggressive unless attacked. Its preferred method of attack is to electrocute opponents. If the target is wearing armor made of ferrous metal (such as iron or steel, but not mithril or adamantine), or is carrying more than 25 pounds worth of ferrous metal equipment, the nimbus receives a +2 circumstance bonus to its attack roll.
Engulf (Ex): A nimbus in the form of St. Elmo’s fire can attempt to surround an opponent and electrocute it. It cannot make a touch attack during a round in which it electrocutes. As a standard action, the nimbus moves into the space of another creature, filling that space up with its energy form. Opponents can make attacks of opportunity against the nimbus, but if they do so they are not entitled to a saving throw. A victim who does not attempt an attack of opportunity must succeed at a Reflex save (DC 16) or be engulfed by the nimbus; on a success, they are pushed back or aside (opponent’s choice) as the nimbus moves forward. Engulfed creatures are subject to the nimbus’ shock touch, and are considered to be grappled and trapped within its body. The nimbus can only use this attack up to four times per day, as further attacks will drain its energy.
Lightning Bolts (Su): A nimbus can discharge a small lightning bolt each round, as the spell. These bolts only reach up to a range of 60 feet, and deal 2d6 points of electrical damage (Reflex save DC 16 for half).
Erratic Form (Ex): A nimbus changes form frequently, and has four shapes that it typically appears in: ball lightning (a slowly drifting ball of light similar to a will-o-wisp); sheet lightning (a veil similar to a small aurora); bolt lightning (bolts of light arcing from object to object); or St. Elmo's fire (a diffuse, flickering glow that surrounds an object). The nimbus can change from one form to another at will as a free action. The nimbus can reach its maximum speed of 120 feet only in bolt form; in other forms, it's limited to a speed of 50 feet.
Shocking Current (Ex): If a weapon used against a nimbus is made of ferrous metal, its wielder suffers 1d4 points of electrical damage for each successful attack on the nimbus, and may drop the weapon (Fortitude save DC 14 to avoid).
Absorb Electricity (Ex): Electrical attacks do no damage to a nimbus, and instead restore 3d4 hit points to it.
Immunities (Ex): The nimbus is immune to all mind-affecting effects, poison, and acid.
Vulnerabilities (Ex): Magical attacks that include water (such as ice storm spells) do double damage to a nimbus, however non-magical water does not harm the creature.
Static Charge (Ex): When the nimbus is provoked, it generates a static charge powerful enough to give creatures within thirty feet a mild electrical charge. This causes an uncomfortable feeling to creatures within ten feet of the nimbus, and causes any ferrous metal objects to glow with their own St. Elmo's fire. This induced charge does no damage, though it may appear hostile and dangerous.
Outsider Traits: A nimbus has darkvision (60-foot range). It cannot be raised or resurrected.
1988 Wizards of the Coast, Inc.
Originally found in Greyhawk Adventures (1988).