Psychotic Jim
First Post
Here is a conversion I have been workiing on for elementals of law and chaos (from the 2E Mystara monstrous compendium)
If anybody has conversions of Affect normal fires, Reflecting Pool, and Melf's Minute Meteors, or good suggestions for spells to replace these for the spell-like abilities these monsters have, i would greatly appreciate it.
Elementals of Law and Chaos
Elementals of law and chaos are intelligent, elemental embodiments of their respective philosophy/force. Like other elementals, they live on the 4 Inner Planes respective to their elements. Elementals of chaos follow their own whims and agendas without worry of any sort of higher order, while elementals of law behave in an orderly, lawful pattern of activity.
Elemental of Chaos/Law Traits
The abilities of elementals of chaos and law vary, but all share some common traits.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Spell Immunity (Ex): Immunity to 1st and 2nd level spells.
Spell-like abilities (Sp): Each elemental has its own spell-like abilities. In addition to these, elementals of law and chaos can cast see invisibility at will and detect magic and dispel magic 3 times per day each. Unless noted, elementals of law and chaos use their spell-like abilities as per the spells they mimic as 9th level spellcasters.
Elementals of Chaos
Eolian
Large (Long) Elemental (Air)
Hit Dice: 8d8+24 (60 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: Fly 90 Ft (Perfect)
AC: 18 (-1 size, +5 Dex, +4 Natural)
Attacks: Slam +9/+4 melee
Damage: Slam 2d4+4
Face/Reach: 5 ft by 10 ft/10 ft
Special Attacks: Suffocation, spell-like abilities
Special Qualities: Elemental, spell immunity, Damage reduction 10/+1, state of air
Saves: Fort +6, Ref +11, Will +3
Abilities: Str 16, Dex 20, Con 16, Int 11, Wis 12, Cha 12
Skills: Intuit Direction +11, Listen +12, Spot +12
Feats: Dodge, Flyby Attack, Improved Initiative, Weapon Finesse (slam)
Climate/Terrain: Any land and underground
Organization: Clique (1d4)
Challenge Rating: 7
Treasure: None
Alignment: Always Chaotic (See Below)
Advancement: 9-10 HD (Large), 11-16 HD (Huge)
Eoalians are the air elementals of chaos. They appear normally as shimmering gusts of heat about 10 ft long and 5 ft wide, but can easily change their dimensions should they choose to do so. Eoalians revel in chaos, and they see themselves as the true elemental representations of chaos; to prove it they change their alignment at least once per day (always keeping the chaotic component though). Eoalians speak Auran and Common.
Combat
Eoalians eagerly enter combat, loving fighting because of the chaos inherent in it. Eoalians attack twice per round throwing forth bits of its body at opponents.
Suffocate (Ex): Instead of attacking with its slams, an eolian can attempt to suffocate an opponent of Huge size or smaller by shoving part of itself into the foe’s eyes and mouth with a successful attack roll (+9 to attack) and a successful grapple check. For this purpose, the eoalian has the Improved Grab special ability. Each round of combat the Eoalian beats the opponent in a grapple check it automatically does 1d8 damage to the foe and the victim also begins to suffer the effects of suffocation (see pg 88 in the DMG).
Spell-like abilities (Sp): 3/day: cloudkill; 1/day Control Winds
State of Air (Ex): Eoalians are immune to air-based attacks but take double damage from earth-based spells and attacks except on a successful save.
Erdeen
Large Elemental (Earth)
Hit Dice: 10d8+40 (85 hp)
Initiative: +1 (+1 Dex)
Speed: 45 ft
AC: 20 (-1 size, +1 Dex, +9 Natural)
Attacks: Slam +13/+7 melee
Damage: Slam 1d12+9
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Spell-like abilities
Special Qualities: Elemental, spell immunity, Damage reduction 15/+1, state of earth
Saves: Fort +11, Ref +4, Will +4
Abilities: Str 23, Dex 12, Con 18, Int 12, Wis 12, Cha 12
Skills: Intuit Direction +12, Listen +12, Profession (miner) +7, Spot +12
Feats: Cleave, Great Cleave, Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: See Below
Alignment: Always Chaotic (Usually Chaotic Neutral)
Advancement: 11-12 HD (Large), 12-20 HD (Huge)
Erdeens are the earth elemental representations of chaos. They are fascinated about how unstable the earth is and constantly build and destroy unstable configurations of rock, stone and dirt. Erdeens appear as vaguely humanoid-shaped lumps of dirt. They speak Terran and Common. When slain, an erdeen breaks down, revealing its inner core of valuable metals and gems, worth a total of 1d4x1000 gold pieces.
Combat
In combat, Erdeens attack twice per round with slams or via spell-like abilities
Spell-like abilites (Sp): At will- transmute rock to mud; 1/day- earthquake
State of earth (Ex): Erdeens are immune to earth-based spells but take double damage from air-based spells and attacks except on a successful save.
Pyrophor
Medium-size Elemental (Fire)
Hit Dice: 7d8+21 (53 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 30 ft, Fly 90 ft (good)
AC: 17 (+5 Dex, +2 natural)
Attacks: 2 Tendrils +9 melee
Damage: Tendril 2d6 fire
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Burn, spell-like abilities
Special Qualities: Elemental, spell immunity, Damage reduction 10/+1, fire subtype, water vulnerability
Saves: Fort +5, Ref +10, Will +3
Abilities: Str 12, Dex 20, Con 16, Int 10, Wis 12, Cha 12
Skills: Intuit Direction +10, Listen +12, Spot +12
Feats: Dodge, Flyby Attack, Improved Initiative, Weapon Finesse (tendril)
Climate/Terrain: Any land and underground
Organization: Tribe (1d6+1)
Challenge Rating: 6
Treasure: None
Alignment: Always Chaotic (Usually Chaotic Evil)
Advancement 8-9 HD (Medium-size), 10-14 HD (Large)
Pyrophors are the fire elemental representations of chaos. They love spreading the glory of flames throughout the multiverse, vastly enjoying the torment they inflict in others. A pyrophor looks like a red-hot ball of coal enveloped in flames with a 5 ft diameter. Pyrophors speak Ignan and common.
Combat
A pyrophor is perhaps the most bloodthirsty (or maybe in this case fodder-thirsty) of the elementals of chaos and thus loves combat for the chance to see others helplessly burn. A pyrophor can attack by shooting out two tendrils of flame per round or via spells.
Burn (Ex): Those hit by a pyrophor’s fiery tendrils must make a Reflex save or catch fire. The fire burns until put out. A burning creature can spend a move equivalent action to put out the flames. Creatures hitting a pyrophore with natural weapons or unarmed attacks take fire damage as though hit by the pyrophore’s attack, and also catch fire unless they succeed at a Reflex save.
Spell-like abilities (Sp): At will- affect normal fires 3/day: Melf’s minute meteors, firestorm
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Water Vulnerability (Ex): Pyrophores take double damage from all water-based spells and attacks except on a successful save.
Undine
Large Elemental (Water)
Hit Dice: 8d8+32 (68 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft, Swim 60 ft
AC: 16 (-1 size, +2 Dex, +5 Natural)
Attacks: Slam +10/+5 melee
Damage: Slam 2d8+7
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Improved grab, constrict, spell-like abilities, web
Special Qualities: Elemental, spell immunity, damage reduction 15/+1, state of water, water invisibility
Saves: Fort +10, Ref +4, Will +3
Abilities: Str 20, Dex 14, Con 19, Int 10, Wis 12, Cha 12
Skills: Intuit Direction +11, Listen +12, Spot +12
Feats: Cleave, Power Attack
Climate/Terrain: Any land, any aquatic, and underground
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Chaotic (Usually Chaotic Good)
Advancement: 9-10 HD (Large), 11-16 HD (Huge)
Undines are the water elemental representations of chaos. They are reclusive creatures, and little is known about their society. They are known for occasionally helping those they spontaneously decide is worthy of their attentions Undines appear out of water as amorphous spirals of water; in water they are normally invisible. Like eoalians, undines can change shape very easily. Undines speak Aquan and Common.
Combat
Undines can attack twice per round by hitting opponents with formed pseudopods. They are fond of constricting opponents to death.
Improved Grag (Ex): To use this ability, the undine must hit a Medium-size or smaller opponent with its slam attack. If it succeeds, it can constrict.
Constrict (Ex): An undine deals 1d10+7 points of damage on a successful grapple check against Medium-size or smaller creatures.
Spell-like abilities (Sp): 3/day: Create water, ice storm
Web (Ex): Thrice per day, an undine can produce an effect similar to a web spell by making ice strands and shooting them out. This ability functions exactly as a web spell cast by a 9th level sorcerer except that the web is non-magical and fire melts the strands of the web, not causing any damage to those trapped within.
State of Water (Ex): An undine is immune to water-based spells but takes double damage from fire-based spells except on a successful save. Furthermore, an undine has fast healing 3 while in water, but it loses 1 hp per round while out of water.
Water Invisibility (Ex): Inside of water, an undine is perfectly invisible. This ability is inherent and cannot be dispelled by an invisibility purge spell.
Elementals of Law
Anemo
Medium-size Elemental (Air)
Hit Dice: 9d8+18 (58 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 30 ft, Fly 90 ft (Perfect)
AC: 19 (+6 Dex, +3 Natural)
Attacks: Slam +12/+7 melee
Damage: Slam 1d10+3
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities, summon aerial servant
Special Qualities: Elemental, spell immunity, Damage reduction 10/+1, state of air
Saves: Fort +5, Ref +12, Will +4
Abilities: Str 14, Dex 23, Con 14, Int 12, Wis 12, Cha 12
Skills: Knowledge (planar) +8, Intuit Direction +11, Listen +11, Spot +11
Feats: Dodge, Fly-by Attack, Improved Initiative, Mobility, Weapon Finesse (slam)
Climate/Terrain: Any land and underground
Organization: Flock (1d6)
Challenge Rating: ?
Treasure: None
Alignment: Always Lawful (Usually Lawful Neutral)
Advancement: 10-11 HD (Medium-size), 12-16 HD (Large)
Anemos are the air elemental representations of law. They are almost fanatical about imposing law and order upon everything and wiping out the chaos that is apparent in the winds. They seek to map out all of the multiverse in order to better impose law upon it. An anemo appears as a loose, fluffy cloud; in actuality it consists of various complex connections of fiber. Anemos speak Auran and Common.
Combat
Anemos readily enters combat to fight the forces of chaos. It attacks by turning itself into a small tornado and striking twice per round with its many fibers.
Spell-like Abilties: 3/day- Solid fog, wind wall 1/day Control Winds (at 15th caster level)
Summon Aerial Servant (Sp): Once per day, an anemo can summon an aerial servant to do its bidding for one hour.
State of Air (Ex): Anemos are immune to air-based attacks but take double damage from earth-based spells and attacks except on a successful save.
Kryst
Medium-Size Elemental (Earth)
Hit Dice: 9d8+36 (76 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft
AC: 18 (+1 Dex, +7 Natural)
Attacks: 3 Gores +12 melee
Damage: Gore 1d12+5
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Spell-like abilities
Special Qualities: Elemental, spell immunity, Damage reduction 15/+1, state of earth, telepathy
Saves: Fort +10, Ref +4, Will +4
Abilities: Str 21, Dex 13, Con 18, Int 10, Wis 12, Cha 12
Skills: Intuit Direction +12, Listen +12, Profession (miner) +4, Spot +12
Feats: Cleave, Power Attack
Climate/Terrain: Any land and underground
Organization: Cluster (1d6)
Challenge Rating: 6
Treasure: None
Alignment: Always Lawful (Usually Lawful Good)
Krysts are the earth elemental representations of law. Krysts try to live peaceful lives and help other denizens of the dirt. Unlike erdeens, krysts are crystalline, each consisting of a cluster of 12 golden spikes. Krysts understand Terran and Common, but usually speak via telepathy.
Combat
Krysts only resort to combat if no other options exist. In combat a kryst attacks by goring its opponents with 3 of its spikes.
Spell-like abilites: 3/day Trasmute rock to mud, wall of stone; 1/day: Stone Tell
Telepathy (Su): A kryst can communicate telepathically with any creature within 120 ft that has a language.
State of earth (Ex): Erdeens are immune to earth-based spells but take double damage from air-based spells and attacks except on a successful save.
Helion
Huge Elemental (Fire)
Hit Dice: 9d8+27 (67 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 20 ft, Fly 60 ft (Perfect)
AC: 19 (+5 Dex, -2 size, +6 natural)
Attacks: Squeeze +9 melee
Damage: Squeeze 2d8+3
Face/Reach: 10 ft by 20 ft/10 ft
Special Attacks: Spell-like abilities, squeeze
Special Qualities: Elemental, spell immunity, Damage reduction 10/+1, fire subtype, water vulnerability, change size
Saves: Fort +6, Ref +11, Will +4
Abilities: Str 14, Dex 20, Con 16, Int 14, Wis 12, Cha 12
Skills: Diplomacy +11, Intuit Direction +10, Listen +12, Spot +12
Feats: Dodge, Flyby Attack, Improved Initiative, Weapon Finesse (squeeze)
Climate/Terrain: Any land and underground
Organization: Family (1d4+1)
Challenge Rating: 6
Treasure: None
Alignment: Always Lawful (Usually Lawful Good)
Advancement: 10-20 HD (Gargantuan)
Helions are the fire elemental representations of law. These peaceful creatures shun violence and evil of any sort and prefer to lead quiet, philosophical lives. Unconsciously, a helion appears to be a 20-ft diameter circle of burning light, but it can change its size at will.
Combat
The almost-pacifist helions avoid combat at almost all costs and constantly try to find other, more peaceful ways of dealing with problems. If forced into combat, a helion will try to squish an opponent by shrinking itself around the foe and squishing him. Though a helion emits very bright light, it cannot burn a foe like a pyrophor or fire elemental can.
Squeeze (Ex): If a helion hits a foe successfully, the helion has shrunk itself around that person and got hold of him or her as if it had the Improved Grab Special Quality. On following rounds the can “constrict” the foe for 2d8+3 points of damage on successful grapple checks.
Spell-like Abilities: At will- affect normal fires; 3/day- purifying flame (works as a remove disease spell), wall of fire
Size Change (Ex): A helion may change its size anywhere from Tiny (1 ft diameter) to Gargantuan (40 ft diameter). These changes only affect Armor Class and what size of a victim a helion can squeeze, not its ability scores or hit points.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Water Vulnerability (Ex): Helions take double damage from all water-based spells and attacks except on a successful save
Hydrax
Large Elemental (Cold, Water)
Hit Dice: 5d8+20 (42 hp)
Initiative: +1 (+1 Dex)
Speed: 20 ft, Swim 40 ft
AC: 18 (-1 size, +1 Dex, +8 Natural)
Attacks: 2 claws +7 melee
Damage: Claw 1d10+5
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Spell-like abilities
Special Qualities: Elemental, spell immunity, damage reduction 15/+1, cold subtype, water immunity
Saves: Fort +8, Ref +2, Will +2
Abilities: Str 21, Dex 13, Con 19, Int 12, Wis 12, Cha 12
Skills: Craft (Ice sculpture) +7, Intuit Direction +5, Knowledge (architecture and engineering) +5, Listen +7, Spot +7
Feats: Cleave, Power Attack
Climate/Terrain: Any cold land or aquatic and underground
Organization: Solitary
Challenge Rating: 5
Alignment: Always Lawful (Usually Lawful Evil)
Treasure: None
Advancement: 6-9 HD (Large), 10-12 HD (Huge)
Hydraxes are the water elemental representations of law. There hearts match their exteriors: cold and icy. These reclusive creatures are experts at crafting beautiful ice sculptures and buildings. They resemble large crab-like creatures made purely out of ice.
Combat
A hydrax attacks in combat with their two claws or uses spells.
Spell-like abilities (Sp): 3/day- Create water, wall of ice, web; 1/week: Reflecting pool
Cold subtype (Ex): Cold immunity. Double damage from fire except on a successful save.
Water immunity (Ex): Immune to water based-spells and attacks
If anybody has conversions of Affect normal fires, Reflecting Pool, and Melf's Minute Meteors, or good suggestions for spells to replace these for the spell-like abilities these monsters have, i would greatly appreciate it.
Elementals of Law and Chaos
Elementals of law and chaos are intelligent, elemental embodiments of their respective philosophy/force. Like other elementals, they live on the 4 Inner Planes respective to their elements. Elementals of chaos follow their own whims and agendas without worry of any sort of higher order, while elementals of law behave in an orderly, lawful pattern of activity.
Elemental of Chaos/Law Traits
The abilities of elementals of chaos and law vary, but all share some common traits.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Spell Immunity (Ex): Immunity to 1st and 2nd level spells.
Spell-like abilities (Sp): Each elemental has its own spell-like abilities. In addition to these, elementals of law and chaos can cast see invisibility at will and detect magic and dispel magic 3 times per day each. Unless noted, elementals of law and chaos use their spell-like abilities as per the spells they mimic as 9th level spellcasters.
Elementals of Chaos
Eolian
Large (Long) Elemental (Air)
Hit Dice: 8d8+24 (60 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: Fly 90 Ft (Perfect)
AC: 18 (-1 size, +5 Dex, +4 Natural)
Attacks: Slam +9/+4 melee
Damage: Slam 2d4+4
Face/Reach: 5 ft by 10 ft/10 ft
Special Attacks: Suffocation, spell-like abilities
Special Qualities: Elemental, spell immunity, Damage reduction 10/+1, state of air
Saves: Fort +6, Ref +11, Will +3
Abilities: Str 16, Dex 20, Con 16, Int 11, Wis 12, Cha 12
Skills: Intuit Direction +11, Listen +12, Spot +12
Feats: Dodge, Flyby Attack, Improved Initiative, Weapon Finesse (slam)
Climate/Terrain: Any land and underground
Organization: Clique (1d4)
Challenge Rating: 7
Treasure: None
Alignment: Always Chaotic (See Below)
Advancement: 9-10 HD (Large), 11-16 HD (Huge)
Eoalians are the air elementals of chaos. They appear normally as shimmering gusts of heat about 10 ft long and 5 ft wide, but can easily change their dimensions should they choose to do so. Eoalians revel in chaos, and they see themselves as the true elemental representations of chaos; to prove it they change their alignment at least once per day (always keeping the chaotic component though). Eoalians speak Auran and Common.
Combat
Eoalians eagerly enter combat, loving fighting because of the chaos inherent in it. Eoalians attack twice per round throwing forth bits of its body at opponents.
Suffocate (Ex): Instead of attacking with its slams, an eolian can attempt to suffocate an opponent of Huge size or smaller by shoving part of itself into the foe’s eyes and mouth with a successful attack roll (+9 to attack) and a successful grapple check. For this purpose, the eoalian has the Improved Grab special ability. Each round of combat the Eoalian beats the opponent in a grapple check it automatically does 1d8 damage to the foe and the victim also begins to suffer the effects of suffocation (see pg 88 in the DMG).
Spell-like abilities (Sp): 3/day: cloudkill; 1/day Control Winds
State of Air (Ex): Eoalians are immune to air-based attacks but take double damage from earth-based spells and attacks except on a successful save.
Erdeen
Large Elemental (Earth)
Hit Dice: 10d8+40 (85 hp)
Initiative: +1 (+1 Dex)
Speed: 45 ft
AC: 20 (-1 size, +1 Dex, +9 Natural)
Attacks: Slam +13/+7 melee
Damage: Slam 1d12+9
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Spell-like abilities
Special Qualities: Elemental, spell immunity, Damage reduction 15/+1, state of earth
Saves: Fort +11, Ref +4, Will +4
Abilities: Str 23, Dex 12, Con 18, Int 12, Wis 12, Cha 12
Skills: Intuit Direction +12, Listen +12, Profession (miner) +7, Spot +12
Feats: Cleave, Great Cleave, Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: See Below
Alignment: Always Chaotic (Usually Chaotic Neutral)
Advancement: 11-12 HD (Large), 12-20 HD (Huge)
Erdeens are the earth elemental representations of chaos. They are fascinated about how unstable the earth is and constantly build and destroy unstable configurations of rock, stone and dirt. Erdeens appear as vaguely humanoid-shaped lumps of dirt. They speak Terran and Common. When slain, an erdeen breaks down, revealing its inner core of valuable metals and gems, worth a total of 1d4x1000 gold pieces.
Combat
In combat, Erdeens attack twice per round with slams or via spell-like abilities
Spell-like abilites (Sp): At will- transmute rock to mud; 1/day- earthquake
State of earth (Ex): Erdeens are immune to earth-based spells but take double damage from air-based spells and attacks except on a successful save.
Pyrophor
Medium-size Elemental (Fire)
Hit Dice: 7d8+21 (53 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 30 ft, Fly 90 ft (good)
AC: 17 (+5 Dex, +2 natural)
Attacks: 2 Tendrils +9 melee
Damage: Tendril 2d6 fire
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Burn, spell-like abilities
Special Qualities: Elemental, spell immunity, Damage reduction 10/+1, fire subtype, water vulnerability
Saves: Fort +5, Ref +10, Will +3
Abilities: Str 12, Dex 20, Con 16, Int 10, Wis 12, Cha 12
Skills: Intuit Direction +10, Listen +12, Spot +12
Feats: Dodge, Flyby Attack, Improved Initiative, Weapon Finesse (tendril)
Climate/Terrain: Any land and underground
Organization: Tribe (1d6+1)
Challenge Rating: 6
Treasure: None
Alignment: Always Chaotic (Usually Chaotic Evil)
Advancement 8-9 HD (Medium-size), 10-14 HD (Large)
Pyrophors are the fire elemental representations of chaos. They love spreading the glory of flames throughout the multiverse, vastly enjoying the torment they inflict in others. A pyrophor looks like a red-hot ball of coal enveloped in flames with a 5 ft diameter. Pyrophors speak Ignan and common.
Combat
A pyrophor is perhaps the most bloodthirsty (or maybe in this case fodder-thirsty) of the elementals of chaos and thus loves combat for the chance to see others helplessly burn. A pyrophor can attack by shooting out two tendrils of flame per round or via spells.
Burn (Ex): Those hit by a pyrophor’s fiery tendrils must make a Reflex save or catch fire. The fire burns until put out. A burning creature can spend a move equivalent action to put out the flames. Creatures hitting a pyrophore with natural weapons or unarmed attacks take fire damage as though hit by the pyrophore’s attack, and also catch fire unless they succeed at a Reflex save.
Spell-like abilities (Sp): At will- affect normal fires 3/day: Melf’s minute meteors, firestorm
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Water Vulnerability (Ex): Pyrophores take double damage from all water-based spells and attacks except on a successful save.
Undine
Large Elemental (Water)
Hit Dice: 8d8+32 (68 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft, Swim 60 ft
AC: 16 (-1 size, +2 Dex, +5 Natural)
Attacks: Slam +10/+5 melee
Damage: Slam 2d8+7
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Improved grab, constrict, spell-like abilities, web
Special Qualities: Elemental, spell immunity, damage reduction 15/+1, state of water, water invisibility
Saves: Fort +10, Ref +4, Will +3
Abilities: Str 20, Dex 14, Con 19, Int 10, Wis 12, Cha 12
Skills: Intuit Direction +11, Listen +12, Spot +12
Feats: Cleave, Power Attack
Climate/Terrain: Any land, any aquatic, and underground
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Chaotic (Usually Chaotic Good)
Advancement: 9-10 HD (Large), 11-16 HD (Huge)
Undines are the water elemental representations of chaos. They are reclusive creatures, and little is known about their society. They are known for occasionally helping those they spontaneously decide is worthy of their attentions Undines appear out of water as amorphous spirals of water; in water they are normally invisible. Like eoalians, undines can change shape very easily. Undines speak Aquan and Common.
Combat
Undines can attack twice per round by hitting opponents with formed pseudopods. They are fond of constricting opponents to death.
Improved Grag (Ex): To use this ability, the undine must hit a Medium-size or smaller opponent with its slam attack. If it succeeds, it can constrict.
Constrict (Ex): An undine deals 1d10+7 points of damage on a successful grapple check against Medium-size or smaller creatures.
Spell-like abilities (Sp): 3/day: Create water, ice storm
Web (Ex): Thrice per day, an undine can produce an effect similar to a web spell by making ice strands and shooting them out. This ability functions exactly as a web spell cast by a 9th level sorcerer except that the web is non-magical and fire melts the strands of the web, not causing any damage to those trapped within.
State of Water (Ex): An undine is immune to water-based spells but takes double damage from fire-based spells except on a successful save. Furthermore, an undine has fast healing 3 while in water, but it loses 1 hp per round while out of water.
Water Invisibility (Ex): Inside of water, an undine is perfectly invisible. This ability is inherent and cannot be dispelled by an invisibility purge spell.
Elementals of Law
Anemo
Medium-size Elemental (Air)
Hit Dice: 9d8+18 (58 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 30 ft, Fly 90 ft (Perfect)
AC: 19 (+6 Dex, +3 Natural)
Attacks: Slam +12/+7 melee
Damage: Slam 1d10+3
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities, summon aerial servant
Special Qualities: Elemental, spell immunity, Damage reduction 10/+1, state of air
Saves: Fort +5, Ref +12, Will +4
Abilities: Str 14, Dex 23, Con 14, Int 12, Wis 12, Cha 12
Skills: Knowledge (planar) +8, Intuit Direction +11, Listen +11, Spot +11
Feats: Dodge, Fly-by Attack, Improved Initiative, Mobility, Weapon Finesse (slam)
Climate/Terrain: Any land and underground
Organization: Flock (1d6)
Challenge Rating: ?
Treasure: None
Alignment: Always Lawful (Usually Lawful Neutral)
Advancement: 10-11 HD (Medium-size), 12-16 HD (Large)
Anemos are the air elemental representations of law. They are almost fanatical about imposing law and order upon everything and wiping out the chaos that is apparent in the winds. They seek to map out all of the multiverse in order to better impose law upon it. An anemo appears as a loose, fluffy cloud; in actuality it consists of various complex connections of fiber. Anemos speak Auran and Common.
Combat
Anemos readily enters combat to fight the forces of chaos. It attacks by turning itself into a small tornado and striking twice per round with its many fibers.
Spell-like Abilties: 3/day- Solid fog, wind wall 1/day Control Winds (at 15th caster level)
Summon Aerial Servant (Sp): Once per day, an anemo can summon an aerial servant to do its bidding for one hour.
State of Air (Ex): Anemos are immune to air-based attacks but take double damage from earth-based spells and attacks except on a successful save.
Kryst
Medium-Size Elemental (Earth)
Hit Dice: 9d8+36 (76 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft
AC: 18 (+1 Dex, +7 Natural)
Attacks: 3 Gores +12 melee
Damage: Gore 1d12+5
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Spell-like abilities
Special Qualities: Elemental, spell immunity, Damage reduction 15/+1, state of earth, telepathy
Saves: Fort +10, Ref +4, Will +4
Abilities: Str 21, Dex 13, Con 18, Int 10, Wis 12, Cha 12
Skills: Intuit Direction +12, Listen +12, Profession (miner) +4, Spot +12
Feats: Cleave, Power Attack
Climate/Terrain: Any land and underground
Organization: Cluster (1d6)
Challenge Rating: 6
Treasure: None
Alignment: Always Lawful (Usually Lawful Good)
Krysts are the earth elemental representations of law. Krysts try to live peaceful lives and help other denizens of the dirt. Unlike erdeens, krysts are crystalline, each consisting of a cluster of 12 golden spikes. Krysts understand Terran and Common, but usually speak via telepathy.
Combat
Krysts only resort to combat if no other options exist. In combat a kryst attacks by goring its opponents with 3 of its spikes.
Spell-like abilites: 3/day Trasmute rock to mud, wall of stone; 1/day: Stone Tell
Telepathy (Su): A kryst can communicate telepathically with any creature within 120 ft that has a language.
State of earth (Ex): Erdeens are immune to earth-based spells but take double damage from air-based spells and attacks except on a successful save.
Helion
Huge Elemental (Fire)
Hit Dice: 9d8+27 (67 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 20 ft, Fly 60 ft (Perfect)
AC: 19 (+5 Dex, -2 size, +6 natural)
Attacks: Squeeze +9 melee
Damage: Squeeze 2d8+3
Face/Reach: 10 ft by 20 ft/10 ft
Special Attacks: Spell-like abilities, squeeze
Special Qualities: Elemental, spell immunity, Damage reduction 10/+1, fire subtype, water vulnerability, change size
Saves: Fort +6, Ref +11, Will +4
Abilities: Str 14, Dex 20, Con 16, Int 14, Wis 12, Cha 12
Skills: Diplomacy +11, Intuit Direction +10, Listen +12, Spot +12
Feats: Dodge, Flyby Attack, Improved Initiative, Weapon Finesse (squeeze)
Climate/Terrain: Any land and underground
Organization: Family (1d4+1)
Challenge Rating: 6
Treasure: None
Alignment: Always Lawful (Usually Lawful Good)
Advancement: 10-20 HD (Gargantuan)
Helions are the fire elemental representations of law. These peaceful creatures shun violence and evil of any sort and prefer to lead quiet, philosophical lives. Unconsciously, a helion appears to be a 20-ft diameter circle of burning light, but it can change its size at will.
Combat
The almost-pacifist helions avoid combat at almost all costs and constantly try to find other, more peaceful ways of dealing with problems. If forced into combat, a helion will try to squish an opponent by shrinking itself around the foe and squishing him. Though a helion emits very bright light, it cannot burn a foe like a pyrophor or fire elemental can.
Squeeze (Ex): If a helion hits a foe successfully, the helion has shrunk itself around that person and got hold of him or her as if it had the Improved Grab Special Quality. On following rounds the can “constrict” the foe for 2d8+3 points of damage on successful grapple checks.
Spell-like Abilities: At will- affect normal fires; 3/day- purifying flame (works as a remove disease spell), wall of fire
Size Change (Ex): A helion may change its size anywhere from Tiny (1 ft diameter) to Gargantuan (40 ft diameter). These changes only affect Armor Class and what size of a victim a helion can squeeze, not its ability scores or hit points.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Water Vulnerability (Ex): Helions take double damage from all water-based spells and attacks except on a successful save
Hydrax
Large Elemental (Cold, Water)
Hit Dice: 5d8+20 (42 hp)
Initiative: +1 (+1 Dex)
Speed: 20 ft, Swim 40 ft
AC: 18 (-1 size, +1 Dex, +8 Natural)
Attacks: 2 claws +7 melee
Damage: Claw 1d10+5
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Spell-like abilities
Special Qualities: Elemental, spell immunity, damage reduction 15/+1, cold subtype, water immunity
Saves: Fort +8, Ref +2, Will +2
Abilities: Str 21, Dex 13, Con 19, Int 12, Wis 12, Cha 12
Skills: Craft (Ice sculpture) +7, Intuit Direction +5, Knowledge (architecture and engineering) +5, Listen +7, Spot +7
Feats: Cleave, Power Attack
Climate/Terrain: Any cold land or aquatic and underground
Organization: Solitary
Challenge Rating: 5
Alignment: Always Lawful (Usually Lawful Evil)
Treasure: None
Advancement: 6-9 HD (Large), 10-12 HD (Huge)
Hydraxes are the water elemental representations of law. There hearts match their exteriors: cold and icy. These reclusive creatures are experts at crafting beautiful ice sculptures and buildings. They resemble large crab-like creatures made purely out of ice.
Combat
A hydrax attacks in combat with their two claws or uses spells.
Spell-like abilities (Sp): 3/day- Create water, wall of ice, web; 1/week: Reflecting pool
Cold subtype (Ex): Cold immunity. Double damage from fire except on a successful save.
Water immunity (Ex): Immune to water based-spells and attacks