Law's Eberron Monsters

Law's Ebberon Monster #9 (Epic Living Spells)

Someone had to do it some time. I have made a epic living spell template. I hope you like it. Plus how does it look?

Epic Living Hellball
Gargantuan Ooze

Hit Dice: 90d10+4,500 (4,995 hp)
Initiative: +48 (+48 Dex)
Speed: 30 ft. (6 squares)
AC: 144 (+48 Dex, -4 size, +90 deflection), touch 144, flat-footed 96
Base Attack/Grapple: +67/+129
Attack: Slam +113 melee (2d6+75 plus Hellball)
Full Attack: Slam +113 melee (2d6+75 plus Hellball)
Space/Reach: 20 ft./15 ft.
Special Attacks: Engulf, Hellball
Special Qualities: Blindsight 60 ft., damage reduction 20/epic, ooze traits, spell resistance 110
Saves: Fort +167, Ref +165, Will +165
Abilities: Str 110, Dex 107, Con 110, Int --, Wis 107, Cha 110
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 90
Treasure: -
Alignment: Always neutral
Advancement: None
Level Adjustment: -

A blinding globe of energy bigger than a mature oak: fire, acid, electricity and sound all at once flickering between the different states, hell-red and electric blue, dripping with hissing liquid, emitting a deafening hum.

Combat
An epic living hellball engulfs its prey and endeavors to slam it to death.
Hellball (Su): A creature hit by an epic hellball’s slam attack or engulfed by it is effected as by the hellball epic spell. The creature takes 10d6 points of acid damage, 10d6 points of fire damage, 10d6 points of electricity damage, and 10d6 points of sonic damage (Reflex DC 70 half). This damage applies when the creature is struck by a slam attack, or each round it remains engulfed by the living meteor swarm.
Engulf (Ex): An epic living hellball can flow around a Gargantuan or smaller creature as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do, they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on DC 70 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the normal effect of the hellball spell (see above) each round on the epic living spell’s turn, and are considered to be grappled.

Epic Living Epic Fireball
Gargantuan Ooze

Hit Dice: 95d10+4,940 (5,562 hp)
Initiative: +51 (+51 Dex)
Speed: 60 ft. (12 squares)
AC: 152 (+51 Dex, -4 size, +95 deflection), touch 152, flat-footed 101
Base Attack/Grapple: +71/+135
Attack: Slam +123 melee (2d6+78 plus Epic Fireball)
Full Attack: Slam +123 melee (2d6+78 plus Epic Fireball)
Space/Reach: 20 ft./15 ft.
Special Attacks: Engulf, Epic Fireball
Special Qualities: Blindsight 60 ft., damage reduction 20/epic, ooze traits, spell resistance 115
Saves: Fort +175, Ref +174, Will +175
Abilities: Str 115, Dex 112, Con 115, Int --, Wis 112, Cha 115
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 95
Treasure: -
Alignment: Always neutral
Advancement: None
Level Adjustment: -

A thick, burning red colored ball moves toward you, you seam to feel an amazing amount of energy coming from it.

Combat
An epic living epic fireball engulfs its prey and endeavors to slam it to death.
Epic Fireball (Su): A creature hit by an epic living epic fireball’s slam attack or engulfed by it is effected as by the Epic Fireball epic spell. The creature takes 40d12 points of fire damage (Reflex DC 72 half). This damage applies when the creature is struck by a slam attack, or each round it remains engulfed by the epic living epic fireball.
Engulf (Ex): An epic living epic fireball can flow around a Gargantuan or smaller creature as a standard action. It cannot make a slam attack during a round in which it engulfs. The epic living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do, they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on DC 72 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the normal effect of the Epic Fireball spell (see above) each round on the epic living spell’s turn, and are considered to be grappled.

Epic Fireball
Evocation [Fire]
Spellcraft DC: 95
Components: V, S, XP
Casting Time: 1 standard action
Range: 600 ft.
Area: 60-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 855,000 gp; 17 days; 34,200 XP. Seed: Energy (DC 19). Factors: 1-action casting time (+20 DC), Change area from bolt to ball (+2 DC), Increase area by 200% (+8 DC), Increase range by 100% (+2 DC), Increase Damage to 40d6 (+60 DC), Increase damage dice three steps (+30 DC). Mitigating factors: 2d6 backlash (-2 DC), Burn 4,400 XP (-44 DC).

Epic Fireball is a massive ball of fire that detonates with a mass of flames. It deals 40d12 points of fire damage. Unattended objects also take this damage. The spell can barely be controlled and the caster takes 2d6 points of damage as it is released (in addition to burning 4,400 XP).
You point your finger and determine the range (distance and height) at which Epic Fireball is to detonate. A red, fist-sized globe of glowing energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, it blossoms into a blast of fire that commonly leaves only ashes of all that where in the area of effect.
XP Cost: 4,400 XP

Creating an Epic Living Spell
“Epic Living Spell” in an unusual template, in that it is applied to an epic spell (or in some cases, a group of epic spell effects) and not to a creature. The characteristics of an epic living spell are determined by the nature of the epic spell(s). The temple can be applied to any epic spells that create an area or effect (not targeted epic spells), but not an epic spell whose effect is already a creature (such as Dragon Knight).

An epic living spell composed of more than one epic spell uses the highest spellcraft DC for all its epic spell effects.
Size and Type: An epic living spell’s size is Gargantuan. Its type is ooze.
Hit Dice: An epic living spell has Hit Dice equal to its highest spellcraft DC. Its Hit Dice are d10s.
Speed: An epic living spell’s speed is equal to its farthest range in feet divided by 10.
Armor Class: An epic living spell has a deflection bonus to its AC equal to its highest spellcraft DC.
Attack: An epic living spell gains a slam attack it can use once per round. The slam attack deals 2d6 plus 1-1/2 times its Strength bonus. A successful slam attack also affects the target as though it was within the spell effect, with normal saving throws applying.
Special Attacks: An epic living spell has two special attacks.
Spell Effect (Su): A creature hit by an epic living spell’s slam attack is subject to the normal effect of the epic spell or epic spells making up the creature.
Engulf (Ex): An epic living spell can flow around creature that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The epic living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the epic living spell, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must Succed on a Reflex save (DC 20 (or the adjusted base save DC of the epic spell) + the epic living spell’s Cha modifier) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the epic spell moves forward. Engulfed creatures are subject to the full normal effect of the epic spell(s) each round on the epic living spell’s turn, and are considered to be grappled and trapped with its body.
Special Qualities: An epic living spell has ooze traits, damage reduction 20/epic, and spell resistance equal to 20 + the highest spellcraft DC of the epic living spell.
Saves: An epic living spell has normal saves for a creature of the ooze type (no good saves). It gains a resistance bonus on all saves equal to the highest spellcraft DC of the epic spells upon which it is based.
Abilities: An epic living spell has Strength, Constitution, and Charisma scores equal to 20 + the highest spellcraft DC of the epic living spell. Its Dexterity and Wisdom scores are 17 + the highest spellcraft DC of the epic living spell. It is mindless, and has no Intelligence score.
Skills and Feats: Epic living spells, being mindless, have no skills or feats.
Environment: Any. Epic living spells are found in the Mornlands and other areas blasted my power magic.
Organization: Solitary.
Challenge Rating: An epic living spell’s Challenge Rating is equal to the spellcraft DC of the epic spell is based upon. If the epic living spell is based on multiple epic spells, increase the CR by one-half the sum of the additional epic spells spellcraft DCs (minimum increase +1 CR).
Treasure: None.
Alignment: An epic living spell retains the alignment descriptors of the base epic spell. Otherwise, an epic living spell is neutral.
Advancement: None.
Level Adjustment: -.

Some notes to help make epic living spells.
BaB = HD x .75
Saves = HD x .3
 

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Are your attack bonus's a little off? i see +2 BAB, +2 Str, +1 MW sword, +1 Weapon Focus


So he should have a +6 normal attack and +4 attack when hes using both swords

You also have his damage on his first sword as 1d8+2 when it should be 1d6+2
 
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The damage might be off but the attack is not since hes getting a penalty for wealding two weapons with two weapon fighting.
 
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Ok, why dont you trade in TWD for Oversided Two Weapon Fighting, all the AC in the world not gonna do him any good if he cant hit anything.
 


If you're starting nine separate threads, you aren't just making it more difficult for people to find your monsters, you also take up a lot of space on the first forum page. :) Merged.
 

Monster #10

Grave Hunter
Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)

Hit Dice: 12d8+132 (186 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft., Fly 30 ft. (Poor)
AC: 21 (-1 Size, +1 Dex, +11 natural), touch 10, flat-footed 20
Base Attack/Grapple: +12/+20
Attack: Bite +22 (2d6+12 plus Poison)
Full Attack: Bite +22 (2d6+12 plus Poison) and 2 claws +17 (1d6+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, Poison
Special Qualities: Damage reduction 10/good and bludgeoning, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft.
Saves: Fort +13, Ref +11, Will +13
Abilities: Str 19, Dex 16, Con 21, Int 14, Wis 17, Cha 22
Skills: Concentration +17, Craft (alchemy) +14, Knowledge (acrana) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +15, Search +15, Sense Motive +15, Spellcraft +16, Spot +15
Feats: Ability Focus (Poison), Improved Natural Attack (Bite), Iron Will, Wingover
Environment: Mabar, the Endless Night
Organization: Solitary, troupe (1 grave hunter, any number of undead), or grave troupe (3 grave hunters, any number of undead)
Challenge Rating: 13
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By character class
Level Adjustment: +10

A large skeletal humanoid with large bat wings is in front of you, it seams to give off the chill of undeath.

Grave Hunters look like skeletal humanoids with big bat wings springing from their spine. Even though they are alive despite their appearance they are obsessed with undeath and necromancy. They would rather study death, undeath, and the undead to find newer ways to make undead. They commonly capture mortals to conduct experiments on them so they can find better ways to do what they do best make better undead. They have increased the power of any necromancer that has summoned them.

Combat
A Grave Hunter would rather fight at a distance then up close. They would rather send there undead troops them on their own.
Spell-Like abilities (Sp): At will-Chill of the Void* (DC 20), Command Undead (DC 18), False Life, greater teleport (self plus 50 pounds of objects only), Wall of Bones **; 3/day—Animate Dead, Deathwatch, Pain** (DC 20), Create Undead; 1/day—Create Greater Undead. Caster level 12th. The Save DCs are Charisma-based.
Poison (Ex): Injury, Fortitude DC 23, initial damage 2d8 Con and 2d4 Charisma, secondary damage 3d6 Con. The save DC is Constitution-based and includes the +2 bonus from the Ability Focus feat.
Summon Tanar’ri (Sp): Once per day, a Grave Hunter can attempt to summon another Grave Hunter with a 40% chance of Success.
Unholy Power (Su): A grave hunter adds its Charisma modifier as a luck bonus to its melee attack and damage roles.
Unholy Toughness (Ex): A grave hunter gains a bonus to its hit points equal to its Charisma modifier X its Hit Dice.
Skills: Grave Hunters have a +6 racial bonus on Listen and Spot checks.

* New spell see below.
** See Oriental Adventures or Complete Arcane for this spell.

New Spell

Chill of the Void
Evocation [Cold]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

A purple ray springs from your hand. You draw power from the void giving you the power to chill more then just one part of the flesh but all the flesh of the target. You must succeed at a ranged touch attack to strike the target. The target takes 1d4 points of cold damage per caster level (maximum 15d4) there is no save for this part of the spell. The target creature also takes 2 points of Constitution damage unless it makes a successful Fortitude saving throw.
 

Ebberon Monster #11

Spark Elemental, Small
Small Elemental (Air, Extraplanar)
Hit Dice: 2d8+6 (15 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: Fly 60 ft. (perfect) (12 squares)
AC: 19 (+5 Dex, +1 size, +3 natural), touch 16, flat-footed 14
Base Attack/Grapple: +1/-2
Attack: Slam +7 melee (1d4+1 plus Shocking Strike)
Full Attack: Slam +7 melee (1d4+1 plus Shocking Strike)
Space/Reach: 5 ft./5 ft.
Special Attacks: Air mastery, Electrical Spray, Shocking Strike
Special Qualities: Death Throes, electric healing, immunity to electricity
Saves: Fort +3, Ref +8, Will +0
Abilities: Str 12, Dex 21, Con 16, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Flyby Attack, Improved Initiative (B), Weapon Finesse (B)
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Level Adjustment: -

Spark Elemental, Medium
Medium Elemental (Air, Extraplanar)
Hit Dice:
4d8+20 (38 hp)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: Fly 60 ft. (perfect) (12 squares)
AC: 20 (+7 Dex, +3 natural), touch 17, flat-footed 13
Base Attack/Grapple: +3/+5
Attack: Slam +11 melee (1d6+2 plus Shocking Strike)
Full Attack: Slam +11 melee (1d6+2 plus Shocking Strike)
Space/Reach: 5 ft./5 ft.
Special Attacks: Air mastery, Electrical Spray, Shocking Strike
Special Qualities: Death Throes, electric healing, immunity to electricity
Saves: Fort +6, Ref +11, Will +1
Abilities: Str 14, Dex 25, Con 20, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Flyby Attack, Improved Initiative (B), Weapon Focus (Slam), Weapon Finesse (B)
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium)
Level Adjustment: -

Spark Elemental, Large
Large Elemental (Air, Extraplanar)
Hit Dice:
8d8+48 (84 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: Fly 60 ft. (perfect) (12 squares)
AC: 22 (+9 Dex, -1 size, +4 natural), touch 18, flat-footed 13
Base Attack/Grapple: +6/+13
Attack: Slam +15 melee (2d6+3 plus Shocking Strike)
Full Attack: 2 Slams +15 melee (2d6+3 plus Shocking Strike)
Space/Reach: 10 ft./10 ft.
Special Attacks: Air mastery, Electrical Spray, Shocking Strike
Special Qualities: Damage reduction 5/-, Death Throes, electric healing, immunity to electricity
Saves: Fort +8, Ref +15, Will +2
Abilities: Str 16, Dex 29, Con 22, Int 6, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Flyby Attack, Improved Initiative (B), Power Attack, Weapon Focus (Slam), Weapon Finesse (B)
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large)
Level Adjustment: -

Spark Elemental, Huge
Huge Elemental (Air, Extraplanar)
Hit Dice:
16d8+112 (184 hp)
Initiative: +15 (+11 Dex, +4 Improved Initiative)
Speed: Fly 60 ft. (perfect) (12 squares)
AC: 23 (+11 Dex, -2 size, +4 natural), touch 19, flat-footed 12
Base Attack/Grapple: +12/+25
Attack: Slam +22 melee (2d8+5 plus Shocking Strike)
Full Attack: 2 Slams +22 melee (2d8+5 plus Shocking Strike)
Space/Reach: 15 ft./15 ft.
Special Attacks: Air mastery, Electrical Spray, Shocking Strike
Special Qualities: Damage reduction 5/-, Death Throes, electric healing, immunity to electricity
Saves: Fort +13, Ref +21, Will +5
Abilities: Str 20, Dex 33, Con 24, Int 6, Wis 11, Cha 11
Skills: Listen +9, Spot +10
Feats: Cleave, Flyby Attack, Great Cleave, Improved Initiative (B), Power Attack, Weapon Focus (Slam), Weapon Finesse (B)
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 17-20 HD (Huge)
Level Adjustment: -

Spark Elemental, Greater
Huge Elemental (Air, Extraplanar)
Hit Dice:
21d8+147 (241 hp)
Initiative: +16 (+12 Dex, +4 Improved Initiative)
Speed: Fly 60 ft. (perfect) (12 squares)
AC: 28 (+12 Dex, -2 size, +8 natural), touch 19, flat-footed 16
Base Attack/Grapple: +15/+29
Attack: Slam +26 melee (2d8+6 plus Shocking Strike)
Full Attack: 2 Slams +26 melee (2d8+6 plus Shocking Strike)
Space/Reach: 15 ft./15 ft.
Special Attacks: Air mastery, Electrical Spray, Shocking Strike
Special Qualities: Damage reduction 10/-, Death Throes, electric healing, immunity to electricity
Saves: Fort +14, Ref +26, Will +7
Abilities: Str 22, Dex 35, Con 24, Int 8, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Cleave, Flyby Attack, Great Cleave, Improved Initiative (B), Lightning Reflexes, Power Attack, Weapon Focus (Slam), Weapon Finesse (B)
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 22-23 HD (Huge)
Level Adjustment: -

Spark Elemental, Elder
Huge Elemental (Air, Extraplanar)
Hit Dice:
24d8+168 (276 hp)
Initiative: +17 (+13 Dex, +4 Improved Initiative)
Speed: Fly 60 ft. (perfect) (12 squares)
AC: 29 (+13 Dex, -2 size, +8 natural), touch 20, flat-footed 16
Base Attack/Grapple: +18/+33
Attack: Slam +30 melee (2d8+7 plus Shocking Strike)
Full Attack: 2 Slams +30 melee (2d8+7 plus Shocking Strike)
Space/Reach: 15 ft./15 ft.
Special Attacks: Air mastery, Electrical Spray, Shocking Strike
Special Qualities: Damage reduction 10/-, Death Throes, electric healing, immunity to electricity
Saves: Fort +15, Ref +29, Will +8
Abilities: Str 24, Dex 37, Con 24, Int 10, Wis 11, Cha 11
Skills: Listen +29, Spot +29
Feats: Alertness, Cleave, Combat Reflexes, Flyby Attack, Great Cleave, Improved Initiative (B), Lightning Reflexes, Power Attack, Weapon Focus (Slam), Weapon Finesse (B)
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Usually neutral
Advancement: 25-48 HD (Huge)
Level Adjustment: -

Spark Monolith
Gargantuan Elemental (Air, Extraplanar)
Hit Dice:
36d8+324 (486 hp)
Initiative: +17 (+13 Dex, +4 Improved Initiative)
Speed: Fly 60 ft. (perfect) (12 squares)
AC: 33 (+13 Dex, -4 size, +14 natural), touch 20, flat-footed 20
Base Attack/Grapple: +27/+51
Attack: Slam +36 melee (6d6+12/19-20 plus Shocking Strike)
Full Attack: 2 Slams +36 melee (6d6+12/19-20 plus Shocking Strike)
Space/Reach: 20 ft./20 ft.
Special Attacks: Air mastery, Electrical Spray, Shocking Strike
Special Qualities: Damage reduction 15/-, Death Throes, electric healing, immunity to electricity
Saves: Fort +21, Ref +35, Will +16
Abilities: Str 34, Dex 37, Con 28, Int 12, Wis 15, Cha 17
Skills: Balance +15, Diplomacy +5, Intimidate +16, Jump +32, Listen +43, Sense Motive +15, Spot +43, Tumble +27
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Flyby Attack, Great Cleave, Improved Critical (Slam), Improved Initiative, Improved Natural Attack, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (Slam)
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 19
Treasure: None
Alignment: Usually neutral
Advancement: 37-54 HD (Gargantuan)
Level Adjustment: -

Spark Elemental, Primal
Gargantuan Elemental (Air, Extraplanar)
Hit Dice:
64d8+948 (1,236 hp)
Initiative: +26 (+18 Dex, +8 Superior Initiative)
Speed: Fly 60 ft. (perfect) (12 squares)
AC: 68 (+18 Dex, -8 size, +48 natural), touch 20, flat-footed 20
Base Attack/Grapple: +48/+76
Attack: Slam +55 melee (6d8+12/19-20 plus Shocking Strike)
Full Attack: 2 Slams +55 melee (6d8+12/19-20 plus Shocking Strike)
Space/Reach: 30 ft./30 ft.
Special Attacks: Air mastery, Electrical Spray, Shocking Strike
Special Qualities: Damage reduction 15/-, Death Throes, electric healing, immunity to electricity, SR 44
Saves: Fort +35, Ref +56, Will +30
Abilities: Str 34, Dex 47, Con 34, Int 8, Wis 13, Cha 13
Skills: Listen +75, Spot +75
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Flyby Attack, Great Cleave, Improved Critical (Slam), Improved Initiative, Improved Natural Attack, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (Slam)
Epic Feats: Epic Toughness (x6), Epic Weapon Focus (Slam), Epic Will, Superior Initiative
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 37
Treasure: None
Alignment: Usually neutral
Advancement: 65-192 HD (Colossal)
Level Adjustment: -

This creature appears to be an amorphous, shifting thing of lightning surrounded by small sparks in many colors. Black sparks form the suggestion of two eyes and a mouth.

A type of air elemental that loves to fight, it is willing to jump into combat even when theirs nothing for it to fight. They have been known to keep fighting until they explode from too much damage.

Combat
Spark elementals will commonly charge at the closest opponent to spread the spark of pain and the shocking power of lightning. Not as fast as the more common air elemental but still blinding fast in a battle. They luckily heal from electricity so spells that deal that kind of damage are more commonly used when these elementals are summoned.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a spark elemental.
Electrical Spray (Su): Whenever damage is dealt to the spark elemental, it sprays a wave of electricity outward in a cone, dealing electricity damage to all within range (no saving throw).


Code:
Elemental  Height  Weight    Electrical Spray
 				 Damage Cone[/b]
        Small       4 ft.   1 lb.      1d4     5 ft.
        Medium      8 ft.   2 lb.      1d6    10 ft.
        Large      16 ft.   4 lb.      2d6    15 ft.
        Huge       32 ft.   8 lb.      2d8    20 ft.
        Greater    36 ft.  10 lb.      2d8    20 ft.
        Elder      40 ft.  12 lb.      2d8    20 ft.
        Monolith   60 ft.  16 lb.      4d6    25 ft.
        Primal     80 ft.  20 lb.      4d8    30 ft.

Shocking Strike (Su): A spark elemental’s slam attack deals electricity damage in addition to the normal slam damage. The creature receives a +3 bonus on attack rolls against any opponent that is made out of metal, wearing metal armor, or carrying a significant amount of metal.
Death Throes (Su): If a spark elemental is killed, it explodes in a burst of energy that deals electricity damage to everything within a radius. Creatures in this region must make Reflex saving throws to take half damage. The save DC is Constitution-based.

Code:
Elemental  Shocking    Death Throes
                   Strike
                   Damage    Damage Radius Save DC[/b]
        Small       1d4       2d6   10 ft.   14
        Medium      1d6       4d6   20 ft.   17
        Large       2d6       8d6   30 ft.   20
        Huge        2d8      16d6   40 ft.   25
        Greater     2d8      21d6   40 ft.   27
        Elder       2d8      24d6   40 ft.   29
        Monolith    4d6      36d6   50 ft.   32
        Primal      4d8      96d6   60 ft.   54

Electric Healing (Ex): Because of the spark elemental’s electrical affinity, any electricity attack directed at it cures 1 point of damage for each 3 points of damage it would otherwise deal. The creature gets no saving throw against electricity effects.

In Eberron
First summoned by many powerful Cyran wizards to help fight during one of the many battles of the last war. The knowledge of how to summon these elementals quickly spread to many other wizards. Now not many wizards have the strength to summon the spark elemental but many do know how. They live on the plane of kythri.

Code:
Elemental  Spell Lists [/b]
        Small      Summon monster V, summon nature’s ally V
        Medium     Summon monster VI, summon nature’s ally VI
        Large      Summon monster VII, summon nature’s ally VII
        Huge       Summon monster VIII, summon nature’s ally VIII
        Greater    Summon monster IX, summon nature’s ally IX

Summon Primal Spark Elemental
Conjuration (Summoning) [Air]
Spellcraft DC: 40
Components: V, S, XP
Casting Time: 1 standard action
Range: 300 ft.
Effect: One summoned primal spark elemental
Duration: 100 rounds (D)
Saving Throw: None
Spell Resistance: No
To Develop: 360,000 gp; 8 days; 14,400 XP. Seed: Summon (DC 14). Factors: Increase duration by 400% (+8 DC), Increase Range 300% (+6 DC) Summon creature other than outsider (+10 DC), Summon CR 37 Creature (+74 DC), 1-action casting time (+20 DC). Mitigating factors: 22d6 backlash (-22 DC), Burn 7,000 XP (-70 DC).

The character summons a primal spark elemental to attack his or her enemies. It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the creature, he or she can direct in not to attack, to attack particular enemies, or to perform other actions. Summon creatures act normally on the last round of the spell and disappear at the end of their turn.
XP Cost: 7,000 XP
 
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Monster #12

The aertai are a rare site in the eldeen reaches but they are there.

Aertai
Medium Humanoid (Aertai)
Hit Dice:
1d8+1 (5 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft., fly 20 ft. (good)
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +0/+1
Attack: Claw +2 (1d4+1 plus posion)
Full Attack: 2 Claws +2 (1d4+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft.
Saves: Fort +1, Ref +4, Will +2
Abilities: Str 12, Dex 14, Con 13, Int 11, Wis 14, Cha 11
Skills: Hide +4, Move Silently +5, Survival +5
Feats: Weapon Focus (Claw)
Environment: Temperate forests
Organization: Solitary or Family (3-8 adults 1-2 non-combatants and one 5th level druid leader)
Challenge Rating: 1
Treasure: Standard
Alignment: Any neutral
Advancement: By character class
Level Adjustment: +3

The Aertai are a reclusive race of insect-like people common in the Eldeen Reaches. Their bodies resemble that of a lean humanoid but they are actually covered in a black exoskeleton with striking flashes of green and dark purple. Four sets of wings, similar to that of a dragonfly, sprout from their back and their heads have an elongates oval shape.

Not much is known about the Aertai and their contact with other humanoids has been very limited. Even though they are not outwardly hostile, occasional attempts by human explorers and traders to establish contact have repeatedly failed. One major difficulty in establishing any sort of a relationship is the Aertai language which seem to be made up from a mixture of high pitched sounds which are inaudible to most humanoids without the aid of magic. In addition, they do not seem to have any use for wealth and they are extremely self-reliant which makes it that much more difficult to find common ground with other races.

What is certain about them is that they take great care to preserve and nurture the lands they live in. They only take what they need and they are very careful not to deplete the natural resources of their habitat. In fact the only occasions that Aertai have been known to initiate contact with other beings is when they need help combating threats to their territory.

Aertai typically make their home on treetops and they make sure their settlements blend in with the forest around them. Many adventures have passed underneath an Aertai settlement unaware of their presence above.

Combat
Aertai are slow to anger and they will walk away from casual offers of violence, preferring to study their opponent before they engage in combat. They are expert tactians and can quickly evaluate the strength and weaknesses of thei adversaties. They are fearless when defending their land from creatures that seek to spoil it or when protecting their settlements and young. They take full advantage of their expert knowledge of their homeland and frequently prepare many traps at key locations with the aim to subdue or kill, depending on the nature of the threat.
Poison (Ex): Injury, Fortitude DC 11, initial damage 1d2 Str, secondary 1d4 Con.The save DC is Constitution-based (10 + half class level + Con modifier).

Aertai as Characters
There love of nature makes them live in small groups that stick to them selves most of the time.

Aertai characters possess the following racial traits.
- +2 Strength, +4 Dexterity, +2 Constitution, +4 Wisdom.
- Medium size
- An Aertai’s base land speed is 30 feet, base fly speed 20 ft. (good).
- Darkvision: Aertai can see in the dark up to 60 feet.
- +4 natural armor bonus.
- Natural Weapons: 2 claws (1d4)
- Special Attacks (see above): Poison
- Automatic Language: Aertai. Bonus Languages: Common, Elven, and Sylvan.
- Favored Class: Druid
- Level adjustment +3
- Use half-elf age and half-orc Height and Weight for the Aertai.

Aertai Druid
Medium Humanoid (Aertai)
Hit Dice:
5d8+15 (37 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 20 ft. (good)
AC: 14 (+ Dex, +4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Claw +5 (1d4+1 plus posion)
Full Attack: 2 Claws +5 (1d4+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spells
Special Qualities: Animal companion, darkvision 60 ft., nature sense, resist nature’s lure, spontaneous casting, trackless step, wild empathy, wild shape 1/day, woodland stride
Saves: Fort +6, Ref +2, Will +8
Abilities: Str 13, Dex 13, Con 16, Int 10, Wis 18, Cha 8
Skills: Concentration +10, Heal +12, Knowledge (nature) +2, Spellcraft +8, Survival +14
Feats: Improved Initiative, Weapon Focus (Claw)
Environment: Temperate forests
Organization: Solitary or Family (3-8 adults 1-2 non-combatants and one 5th level druid leader)
Challenge Rating: 5
Treasure: Standard (including Amulet of Health +2)
Alignment: Any neutral
Advancement: By character class
Level Adjustment: +3


Animal Companion (Ex): Aertai druids commonly have a dire bat as an animal companion. Its statistics are as described on page 62 of the Monster Manual, except the Aertai druid can handle it as a free action and share spell if the companion is within 5 feet (see page 36 of the Player’s Handbook).
Nature Sense (Ex): The Aertai gains a +2 bonus on Knowledge (nature) and Survival checks (already figured into the statistics above).
Poison (Ex): Injury, Fortitude DC 15, initial damage 1d2 Str, secondary 1d4 Con. The save DC is Constitution-based.
Resist Nature’s Lure (Ex): Aertia druid gains a +4 bonus on saving throws against the Spell-like abilities of fey.
Spontaneous Casting: Aertai duids can lose a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
Trackless Step (Ex): Aertai druids leave no trail in natural surroundings and can’t be tracked.
Wild Empathy (Ex): Aertai duids can improve the attitude of an animal in the same way a Dimplomacy check can improve the attitude of a sentient being.
Wild Shape (Su): The Aertai druid can change into a Small, Medium, or Large animal and back again one time per day, as per the polymorph spell.
Woodland Stride (Ex): The Aertai druid may move through natural undergrowth at normal speed and without taking damage or suffering any other impairment.
Common Druid Spell Prepared (5/4/3/2; save DC 14 + spell level): 0-Flare (x2), Cure Minor Wounds (x3); 1st-Cure Light Wounds, Longstrider, Produce Flame (x2); 2nd-Bear’s Endurance, Flame Blade, Flaming Sphere; 3rd-Call Lightning, Greater Magic Fang.
Common Possessions: +2 Amulet of Health


The Aertai druid presented here had the following ability scores before racial adjustments, and level increases: Str 11, Dex 9, Con 12, Int 10, Wis 13, Ch 8.
 

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