My Homebrew Elementals

law

First Post
Well this one just has one well for now anyway. Plus it is an update of one I posted a while back. Im sorry if the tables are off.

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:
[b]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:
[b]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:
[b]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
 
Last edited:

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The parts I checked looked good. I wonder, though, whether such creatures shouldn't have a penalty to their Hide skill? It seems like they would be giving off all kinds of flashing lights and sparking sounds. Also I wonder how they would fare underwater? :)
 

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