Magic Elemental

reiella

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Magic Elemental, Large
Large-Sized Elemental (Magic)

HitDice: 10d8+20 (65)
Initiative: +0 (0 Dex)
Speed: 30 ft.
AC: 21 (-1 Size, +9 Natural, +3 Deflection)
Attacks: Slam +13/+8
Damage: Slam 2d8+7
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Bypass Magical Protections
Special Qualities: Immunity to Magical Weapons, Magic Immunity, Magic Elemental Traits
Saves: Fort +5, Ref +3, Will +7
Abilities: Str 24, Dex 10, Con 14,Int 6, Wis 11, Cha 16.
Skills: Spellcraft +11, Spot +7
Feats: Power Attack, Cleave, Great Cleave

Challenge Rating: 14
Alignment: Usually neutral

Bypass Magical Protections (Su): Magic elementals ignore any and all enhancement bonuses to armor granted by magical armor. They also ignore all natural armor bonuses or deflection bonuses that are magical in nature. Enhancement bonuses to armor based on the material from which the armor is created are not ignored, provided those bonuses are not wholly magical in nature. As well, Magic Elementals ignore supernatural, spell-like, or spell-based damage reduction.

Immunity to Magical Weapons (Su): The magic elemental is immune to any weapon which has a magical enhancement bonus of any kind.

Magic Immunity (Ex): Magic Elementals completely resist most magical and supernatural effects, except where otherwise noted below.

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Magic Elemental Traits : If caught within an Anti-Magic Field or other region were magic is inhibited, a Magic Elemental behaves as a summoned creature, being that it winks out until the field goes away. A targeted dispel deals the dispel check in damage to the Magic Elemental. An area dispel simply causes the Magic Elemental to wink out and reappear instantly with no other effect. If caught within the area of a Mordenkainen's Disjunction, a Magic Elemental is completely destroyed. Magic Elementals also apply their charisma modifier as a deflection bonus to their AC.

Critism bitte :). And comments about the CR and possibly clarify some stuff. It is based on the Magic Golem from BG2/ToB. And possibly appearance suggestions although I was thinking of just using an appearance that was roughly humanoid but composed of blue/purple cloud/energy bursts. Of course my writing and descriptive skills are Weak :). Possibly also better suggestions for feats.

[ Edit #3 : Dropped Fort Save to bad. ]
 
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And, let the nitpicking begin.

Usually, the deflection bonus to AC is based upon the Charisma modifier, at least in incorporeal creatures.

It seems to have an unusually low number of skill points, but my math isn't that good.

Elementals usually don't have a high Will save, but that's not really clear-cut, so, you know. Eh.

That's all I can see, really.
 

13 ranks in Spellcraft (-4 from 6 Int), and 7 ranks in Spot. Mostly the Int 6 and taking that skill where it hurt.
[ No Rei you're stupid, -2 from 6 Int ]

Hmm, ya probably should change the deflection to charisma based.

Went with Good Fort/Will saves. Mostly as Elemental saves are based on type. For the most part, I think the Will Save is rather pointless as most effects that would prompt them they're immune to anyway. Possible to just drop the Fort save down to weak though hmm. Anyway, edited for the charisma mod for deflection.

[ Edit ]
Doh you're right, I -4'd instead of -2, edited and fixed, oops :).

[ Edit#2 ]
OOps was giving him PC feat progression, switched to Elemental (3 Feat @ 10 hitdie).
 
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As a flavor thing, I would have its Fort save be poor (that would move it down to +5, I think). I don't think it would really matter all that much (there isn't much that requires a Fort save that isn't covered by either elemental immunities or magic immunity), and IMO it fits to give the Magic Elemental the strong save that none of the 4 normal elementals get, as useless as it may be.

As for the appearance, I'd tend to think of a magic elemental as just a cloud of magic energy that can manipulate itself by forming appendages when needed (such as tentacles/arms for smacking the poor PCs :)).

CR looks about right, but don't take my word for it, I'm never good at estimating CR when it gets above 10 or so. Seems like a normal fighter or two would kill it pertty quickly, though.

[Edit]
Oh, and I think it should float :). I just picture it that way -- floating a few feet above the ground as it moves :D.
 
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Hmm, thinking of possibly adding the 'Force' descriptor to the Magic Elemental's attacks for both flavor(as opposed to just 'ghost touch') and to make it effective against incorpeal/etheral opponents.

Also edited in that it ignores supernatural or spell-like Damage Reduction.
 

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