Devon
First Post
Hi, folks,
Please let me know what you think of this new elemental.
- Devon
Stone Rager
Large Elemental (Earth)
Hit Dice: 12d8+84 (138 hp)
Initiative: +1 (Dex)
Speed: 30 ft., Burrow 30 ft.
AC: 20 (-1 size, +1 Dex, +10 natural)
Attacks: slam +18/+13 melee
Damage: slam 2d6+15
Face/Reach: 10 ft. by 10 ft./ 10 ft.
Special attacks: earth mastery, push, roll, shards, trample, tremorsense
Special Qualities: damage reduction 10/+2, elemental, vulnerability to sonic attacks
Saves: Fort +15, Ref +5, Will +4
Abilities: Str 30, Dex 12, Con 25, Int 10, Wis 10, Cha 4
Skills: Listen +13, Spot +13, Tumbling +15
Feats: Power attack, Cleave
Climate/Terrain: any land or underground
Organization: solitary
Challenge Rating: 14
Treasure: none
Alignment: usually neutral
Advancement: 13 - 20 HD (Large), 21 - 29 HD HD (Huge), 30 - 36 (Gargantuan)
The stone rager is an aggressive earth elemental with the ability to temporarily petrify opponents.
The stone rager looks like an earth elemental composed mostly of grayish-black stone, its body, particularly its forearms, encrusted with shards of a glowing, reddish-amber mineral. If possible, it seems to be even more physically imposing than a standard earth elemental, with smaller legs, an immense, rounded back, a broad chest, and huge arms. It looks like it could easily roll up into a boulder, and often does so. It has no neck, and its glowing blue eyes seem to come from the upper part of its chest
Creatures with KS: Geology, KS: the Planes, or similar experience with supernatural minerals will recognize the shards as chretolimnica, a dangerous crystal from the elemental planes of Earth and Mineral known to cause temporary petrification in organic creatures. It is the presence of this mineral that makes this creature more aggressive and deadly than a standard earth elemental.
Combat:
The stone rager is an aggressive and brutal combatant, rolling into melee, trampling lesser opponents and flailing about with its massive fists. When it feels particularly threatened, it will attempt to slow and petrify opponents with its shard attack, smashing their petrified bodies and destroying them outright.
Roll (Ex): As a standard action, a stone rager can roll itself into a ball and charge an opponent. With a successful attack (including all bonuses and penalties for a charge), the stone rager inflicts trample damage (2d12+10), and can make a trip action as if it had the Improved Trip feat. The combat modifiers given in Earth Mastery, below, also apply to the stone rager's opposed Strength checks.
Earth Mastery (Ex): A stone rager gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or waterborne, the stone rager suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.)
Push (Ex): A stone rager can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the stone rager's opposed Strength checks.
Shards (Ex): Once per round, as a standard action, the stone rager can fling shards of chretolimnica in a cone 30 feet long. Creatures in the area of effect must make a Reflex save (DC 23) or be pummeled with sharp bits of this volatile crystal, which deal 1d12 points of damage and require the victim to make a Fortitude save (DC 23).
If the victim makes the Fortitude save, she is merely slowed as the spell for 1 minute as her body is partially petrified by the potent mineral, cracking with every movement; failure means that she is petrified as per a flesh to stone spell for 1 minute. She must make a second save when the slow or flesh to stone wears off or take 2d6 damage from the violence of the transformation.
Casting stone to flesh on a creature petrified or slowed by the chretolimnica cancels the effect and eliminates the chance of taking damage. If the petrified creature is mutilated or destroyed while in statue form, she retains the damage (or is found to be dead) when the effect wears off. A stone rager will usually target these victims for destruction.
Chretolimnica does not affect creatures that lack a standard biology: elementals, undead, constructs. When the stone rager is destroyed, the chretolimnica in its body stops glowing, becoming inert, except for one fragment at the core of its body. Carefully handled, this chunk is enough to make 1d4 chretolimnica sling stones (-1 to hit, Fort save DC 15, effects outline above), but those who wield them must take extra care.
Trample (Ex): A stone rager can trample creatures at least one size category smaller than itself for 2d12+10 points of damage. Opponents who do not make attacks of opportunity against the stone rager can attempt a Reflex save (DC 26) to halve the damage.
Tremorsense (Ex): A stone rager can automatically sense the location of anything within 100 feet that is in contact with the ground.
Elemental: The stone rager is mmune to poison, sleep, paralysis, and stunning, and is not subject to critical hits or flanking. The stone rager has darkvision with a range of 60 feet. A slain stone rager cannot be raised or resurrected, although a wish or miracle spell can restore it to life.
Vulnerability to Sonic Attacks: If a stone rager fails a save against a sonic attack, it is also slowed as the spell for 1d6 rounds as the chretolimnica vibrates within its body.
[edited with changes]
Please let me know what you think of this new elemental.
- Devon
Stone Rager
Large Elemental (Earth)
Hit Dice: 12d8+84 (138 hp)
Initiative: +1 (Dex)
Speed: 30 ft., Burrow 30 ft.
AC: 20 (-1 size, +1 Dex, +10 natural)
Attacks: slam +18/+13 melee
Damage: slam 2d6+15
Face/Reach: 10 ft. by 10 ft./ 10 ft.
Special attacks: earth mastery, push, roll, shards, trample, tremorsense
Special Qualities: damage reduction 10/+2, elemental, vulnerability to sonic attacks
Saves: Fort +15, Ref +5, Will +4
Abilities: Str 30, Dex 12, Con 25, Int 10, Wis 10, Cha 4
Skills: Listen +13, Spot +13, Tumbling +15
Feats: Power attack, Cleave
Climate/Terrain: any land or underground
Organization: solitary
Challenge Rating: 14
Treasure: none
Alignment: usually neutral
Advancement: 13 - 20 HD (Large), 21 - 29 HD HD (Huge), 30 - 36 (Gargantuan)
The stone rager is an aggressive earth elemental with the ability to temporarily petrify opponents.
The stone rager looks like an earth elemental composed mostly of grayish-black stone, its body, particularly its forearms, encrusted with shards of a glowing, reddish-amber mineral. If possible, it seems to be even more physically imposing than a standard earth elemental, with smaller legs, an immense, rounded back, a broad chest, and huge arms. It looks like it could easily roll up into a boulder, and often does so. It has no neck, and its glowing blue eyes seem to come from the upper part of its chest
Creatures with KS: Geology, KS: the Planes, or similar experience with supernatural minerals will recognize the shards as chretolimnica, a dangerous crystal from the elemental planes of Earth and Mineral known to cause temporary petrification in organic creatures. It is the presence of this mineral that makes this creature more aggressive and deadly than a standard earth elemental.
Combat:
The stone rager is an aggressive and brutal combatant, rolling into melee, trampling lesser opponents and flailing about with its massive fists. When it feels particularly threatened, it will attempt to slow and petrify opponents with its shard attack, smashing their petrified bodies and destroying them outright.
Roll (Ex): As a standard action, a stone rager can roll itself into a ball and charge an opponent. With a successful attack (including all bonuses and penalties for a charge), the stone rager inflicts trample damage (2d12+10), and can make a trip action as if it had the Improved Trip feat. The combat modifiers given in Earth Mastery, below, also apply to the stone rager's opposed Strength checks.
Earth Mastery (Ex): A stone rager gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or waterborne, the stone rager suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.)
Push (Ex): A stone rager can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the stone rager's opposed Strength checks.
Shards (Ex): Once per round, as a standard action, the stone rager can fling shards of chretolimnica in a cone 30 feet long. Creatures in the area of effect must make a Reflex save (DC 23) or be pummeled with sharp bits of this volatile crystal, which deal 1d12 points of damage and require the victim to make a Fortitude save (DC 23).
If the victim makes the Fortitude save, she is merely slowed as the spell for 1 minute as her body is partially petrified by the potent mineral, cracking with every movement; failure means that she is petrified as per a flesh to stone spell for 1 minute. She must make a second save when the slow or flesh to stone wears off or take 2d6 damage from the violence of the transformation.
Casting stone to flesh on a creature petrified or slowed by the chretolimnica cancels the effect and eliminates the chance of taking damage. If the petrified creature is mutilated or destroyed while in statue form, she retains the damage (or is found to be dead) when the effect wears off. A stone rager will usually target these victims for destruction.
Chretolimnica does not affect creatures that lack a standard biology: elementals, undead, constructs. When the stone rager is destroyed, the chretolimnica in its body stops glowing, becoming inert, except for one fragment at the core of its body. Carefully handled, this chunk is enough to make 1d4 chretolimnica sling stones (-1 to hit, Fort save DC 15, effects outline above), but those who wield them must take extra care.
Trample (Ex): A stone rager can trample creatures at least one size category smaller than itself for 2d12+10 points of damage. Opponents who do not make attacks of opportunity against the stone rager can attempt a Reflex save (DC 26) to halve the damage.
Tremorsense (Ex): A stone rager can automatically sense the location of anything within 100 feet that is in contact with the ground.
Elemental: The stone rager is mmune to poison, sleep, paralysis, and stunning, and is not subject to critical hits or flanking. The stone rager has darkvision with a range of 60 feet. A slain stone rager cannot be raised or resurrected, although a wish or miracle spell can restore it to life.
Vulnerability to Sonic Attacks: If a stone rager fails a save against a sonic attack, it is also slowed as the spell for 1d6 rounds as the chretolimnica vibrates within its body.
[edited with changes]
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