Devon
First Post
Hi, folks,
Here is another elemental I worked on. Let me know how it floats. I'm especially curious to know if you think the vulnerabilities are too clunky.
- Devon
Lightwraith (Lightning Elemental)
Medium-sized Elemental (Electricity)
Hit Dice: 9d8+27 (67 hp)
Initiative: +4 (dex)
Speed: 40 ft., fly 40 ft. (perfect)
AC: 14 (+4 Dex)
Attacks: 2 jolts +10 melee touch, lightning ball +5 ranged touch; or lightning ball +10/+5 ranged touch
Damage: jolt 1d8 electricity, lightning ball 1d10 electricity
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special attacks: paralysis, electric aura, electric touch
Special Qualities: damage reduction 15/+2, power-up, immunities, vulnerabilities
Saves: Fort +6, Ref +10, Will +6
Abilities: Str 6, Dex 19, Con 16, Int 7, Wis 11, Cha 11
Skills: 2xInt score +2/EHD = 30
Spot +12, Listen +12, Intuit direction +6
Feats: Weapon finesse (jolt)
Climate/Terrain: storms
Organization: solitary or gang (2-4)
Challenge Rating: 7
Treasure: none
Alignment: usually neutral
Advancement: 10-18 HD (Medium), 19-27 HD (Large)
Lightwraiths are beings made of elemental electricity, with the power to stun their opponents.
Lightning elementals, or "lightwraiths", appear as bipedal humanoid clusters of crackling blue electricity. They tend to appear during intense electric storms, during which they dance and fly through the discharges of lightning.
Combat:
Lightwraiths attack with two strokes of their lightning-swathed hands, and belch balls of lightning. Paralyzed foes are left while the elemental subdues other opponents.
Electric Aura (Su): Creatures hitting a lightning elemental with natural weapons or unarmed attacks take electricity damage as though hit by the elemental's jolt attack.
Electric touch (Su): All of the lightwraith's melee attacks are treated as touch attacks, ignoring armor. They also do +1 point of damage per die against creatures in metal armor or other substances which conduct electricity. Creatures immune to electricity ignore these attacks.
Paralysis (Su): If a lightwraith strikes with all three attacks, then the victim's nervous system (if applicable) is overloaded, paralyzing it for 1d6+2 rounds (Fort save negates, DC 17). Creatures immune to electricity or stunning are not affected.
Power-up (Su): Any electrical attack (such as shocking grasp or lightning bolt) used against a lightwraith grants it 1d4 points of temporary Constitution. The lightwraith loses these points at the rate of 1 per hour. The lightwraith does not roll a save against electrical attacks.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Darkvision 60 feet.
Immunities: Lightwraiths take only half damage from acid and fire, and are immune to electricity.
Vulnerabilities: If a lightwraith fails its save against a cold or water-based attack, it takes full damage. Additionally, failing a save against a cold-based attack slows the lightwraith for 1d4 rounds. Being splashed with a large amount of water, such as by a create water spell, deals the lightwraith 1d4 points of damage per gallon, and complete immersion deals 10d4 points of damage per round. Exposure to water from a rainstorm does not deal any damage.
Here is another elemental I worked on. Let me know how it floats. I'm especially curious to know if you think the vulnerabilities are too clunky.
- Devon
Lightwraith (Lightning Elemental)
Medium-sized Elemental (Electricity)
Hit Dice: 9d8+27 (67 hp)
Initiative: +4 (dex)
Speed: 40 ft., fly 40 ft. (perfect)
AC: 14 (+4 Dex)
Attacks: 2 jolts +10 melee touch, lightning ball +5 ranged touch; or lightning ball +10/+5 ranged touch
Damage: jolt 1d8 electricity, lightning ball 1d10 electricity
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special attacks: paralysis, electric aura, electric touch
Special Qualities: damage reduction 15/+2, power-up, immunities, vulnerabilities
Saves: Fort +6, Ref +10, Will +6
Abilities: Str 6, Dex 19, Con 16, Int 7, Wis 11, Cha 11
Skills: 2xInt score +2/EHD = 30
Spot +12, Listen +12, Intuit direction +6
Feats: Weapon finesse (jolt)
Climate/Terrain: storms
Organization: solitary or gang (2-4)
Challenge Rating: 7
Treasure: none
Alignment: usually neutral
Advancement: 10-18 HD (Medium), 19-27 HD (Large)
Lightwraiths are beings made of elemental electricity, with the power to stun their opponents.
Lightning elementals, or "lightwraiths", appear as bipedal humanoid clusters of crackling blue electricity. They tend to appear during intense electric storms, during which they dance and fly through the discharges of lightning.
Combat:
Lightwraiths attack with two strokes of their lightning-swathed hands, and belch balls of lightning. Paralyzed foes are left while the elemental subdues other opponents.
Electric Aura (Su): Creatures hitting a lightning elemental with natural weapons or unarmed attacks take electricity damage as though hit by the elemental's jolt attack.
Electric touch (Su): All of the lightwraith's melee attacks are treated as touch attacks, ignoring armor. They also do +1 point of damage per die against creatures in metal armor or other substances which conduct electricity. Creatures immune to electricity ignore these attacks.
Paralysis (Su): If a lightwraith strikes with all three attacks, then the victim's nervous system (if applicable) is overloaded, paralyzing it for 1d6+2 rounds (Fort save negates, DC 17). Creatures immune to electricity or stunning are not affected.
Power-up (Su): Any electrical attack (such as shocking grasp or lightning bolt) used against a lightwraith grants it 1d4 points of temporary Constitution. The lightwraith loses these points at the rate of 1 per hour. The lightwraith does not roll a save against electrical attacks.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Darkvision 60 feet.
Immunities: Lightwraiths take only half damage from acid and fire, and are immune to electricity.
Vulnerabilities: If a lightwraith fails its save against a cold or water-based attack, it takes full damage. Additionally, failing a save against a cold-based attack slows the lightwraith for 1d4 rounds. Being splashed with a large amount of water, such as by a create water spell, deals the lightwraith 1d4 points of damage per gallon, and complete immersion deals 10d4 points of damage per round. Exposure to water from a rainstorm does not deal any damage.