D&D 4E pre 4e Style Elementals

Obergnom

First Post
Has anyone created pre 4e Style Elementals (you know, small to huge Fire, Earth, Water etc.) elementals?

DMing Revenge of the Giants enhanced by Monuments of the Ancients quickly made me loath the new mixed elements + 2 buzzwords creatures, as I ran out of way to describe them without sounding silly...
 

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Any reason you can't just use the generic monster creation guidelines and then steal appropriate special powers from the current Elementals?

I'd stat one or two up, but I have no clue what level critters you need.

Cheers, -- N
 


Well, in that case, have you thought of just reflavoring the 4e "Magmaspawn Dingleberryhurler" type stuff into plain, old-style Elementals? Instead of "sticky magma dingleberries", it would just hurl sticky fire. Or something like that.

Cheers, -- N
 

Thats what I do at the moment (more or less on the fly) ... the weird thing is... why are all elementals different? There are sneaky lurker earth elementals and big soldier earth elementals and more...

I understand that helps to create varied encounters, but I am running out of describtions :)
 


Thats a good idea, Archons allways felt much more persistent to me than the new elementals.

I found a solution for the 4e elementals that might work for me as well (for those encounters they are just neccessary for).

I allways liked using animals with the half-elemental template as natural beast for the elemental planes. I guess it should be possible to find a fit for most of the elemantals. I will just describe them as animal shaped elemental creatures.

A Firelasher becomes a huge snake composed of raging fire, an Earth Elemetal Gravelshard becomes a Stonebadger, a Shardstorm Vortex Funnelcloud is a Dustvulture and a Chillfire Destroyer an Icebull with a magma core.
 

As you said you were running out of ideas for elementals I thought I would rustle one up for you. Unfortunately you haven’t specified a level so I for this example I chose level 12.

Anyway this is just a little something to relight your enthusiasm.

Slate Stone Fossilmancer Level 12 Solo Brute
Huge Elemental Magical Beast (earth) XP 3,500

Initiative +9 Senses Perception +11, darkvision, tremorsense 10
HP 550; Bloodied 275; see Ground Slip
AC 24 (28); Fortitude 25 (29), Reflex 23 (27), Will 24 (28)
Immune disease, poison;
Resist 10 fire, 10 cold, also see Reactive Resilience;
Vulnerable 5 thunder, 5 lightning
Saving Throws +5
Speed 5, climb 4
Action Points 2

:bmelee: Crag Slam (Standard; at-will)
Reach 3; attack +15 vs. AC; 3d6+6 damage

:melee: Slate Slice Slams (Standard; at-will)
2 attacks; reach 3; attack +15 vs. AC; 2d8+6 damage; on hit target
takes 5 ongoing bleeding damage (save ends)

:close: Slate Shard Blast (Minor; recharge :5::6:)
Close blast 5; attack +13 vs. Reflex; 1d10+5 damage

:close: Invoke Predator Fossil (Standard; encounter) summon, minor to
sustain
Burst 10; summons Predator Fossil (see separate stat block) that appears
in any free space within burst and acts on an initiative 3 less than
Fossilmancer

:close: Invoke Tusk Fossil (Standard; encounter) summon, minor to
sustain
Burst 10; summons Tusk Fossil (see separate stat block) that appears in
any free space within burst and acts on an initiative 10 less than
Fossilmancer

:close: Invoke Flying Fossil (Standard; encounter) summon, minor to
sustain
Burst 10; summons Flying Fossil (see separate stat block) that appears in
any free space within burst and acts on an initiative 7 less than
Fossilmancer

:close: Ground Slip (Standard; encounter) zone, while bloodied only
Close blast 7; attack +13 vs. Reflex; 2d6+4 damage; on hit target is
knocked prone; creates a zone that lasts until the end of the encounter;
all creatures of size medium and smaller treat the area inside the zone as
difficult terrain

Threatening Reach
Fossilmancer has threatening reach (3) with its Crag Slam attack

Reactive Resilience
While Fossilmancer is immobilised, dazed, stunned or unconscious it gains a
+4 bonus to all defences

Alignment Unaligned Languages primordial
Skills Arcana +10, Athletics +17, Endurance +16
Str 22 (+12) Dex 16 (+9) Wis 20 (+11)
Con 20 (+11) Int 8 (+5) Cha 12 (+7)



Predator Fossil Level 12 Skirmisher
Medium Natural Animate (undead) XP 0 (see Fossilmancer)

Initiative F -3 Senses Perception +13, darkvision
HP 114; Bloodied 57
AC 26; Fortitude 23, Reflex 25, Will 22
Immune disease, poison;
Resist 10 necrotic; Vulnerable 5 radiant
Speed 7

:bmelee: Bite (Standard; at-will)
Attack +17 vs. AC; 2d6+6 damage

:melee: Raking Claws (Standard; at-will)
2 attacks against the same target; attack +14 vs. Reflex; 1d4+6 damage;
if both attacks hit target is grabbed (escape ends)

:melee: Ripping Teeth (Standard; at-will) grabbed target only
Grabbed target only; attack +15 vs. Fortitude; 3d8+6 damage; on miss
target takes half damage

Revert to Stone (Immediate Reaction) on death
On death Predator Fossil crumbles and reforms as a fossil on the
Fossilmancer

Alignment Unaligned
Skills Athletics +14
Str 16 (+9) Dex 22 (+12) Wis 14 (+8)
Con 10 (+6) Int 3 (+2) Cha 3 (+2)



Tusk Fossil Level 10 Soldier
Large Natural Animate (undead) XP 0 (see Fossilmancer)

Initiative F -10 Senses Perception +14, darkvision
HP 104; Bloodied 52; see Revert to Stone
AC 26; Fortitude 24, Reflex 20, Will 22
Immune disease, poison;
Resist 10 necrotic; Vulnerable 5 radiant
Speed 5, charge 7

:bmelee: Tusk Gore (Standard; at-will)
Reach 2; attack +17 vs. AC; 1d10+6 damage; hit or miss target is marked
until the start of Tusk fossils next turn

:melee: Charging Gore (Standard; at-will) charge attack only
Attack +17 vs. AC; 3d6+6 damage; on hit secondary attack against the
same target; attack +15 vs. Fortitude; on hit target is pushed 3 squares
and knocked prone

:melee: Mace Tail Slam (Immediate Reaction; at-will) enemy moves into
flanking
When an enemy moves into a position where it flanks the Tusk Fossil it
may make the following attack as an immediate reaction; attack +15 vs.
Reflex; 1d6+6 damage; on hit slide target 1 square and target takes a -4
penalty to its next attack this turn

Revert to Stone (Immediate Reaction) on death
On death Tusk Fossil crumbles and reforms as a fossil on the Fossilmancer

Alignment Unaligned
Skills Endurance +13
Str 22 (+11) Dex 14 (+7) Wis 18 (+9)
Con 16 (+8) Int 3 (+1) Cha 3 (+1)



Flying Fossil Level 12 Skirmisher
Medium Natural Animate (undead) XP 0 (see Fossilmancer)

Initiative F -7 Senses Perception +14, darkvision
HP 116; Bloodied 58; see Revert to Stone
AC 26; Fortitude 22, Reflex 25, Will 23
Immune disease, poison;
Resist 10 necrotic; Vulnerable 5 radiant
Speed 3, fly 8 (hover)

:bmelee: Beak Peck (Standard; at-will)
Attack +17 vs. AC; 2d6+6 damage

:melee: Talon Scratch (Standard; at-will) necrotic, flying only
Attack +15 vs. Reflex; 2d8+6 damage; on hit secondary attack +15 vs.
Fortitude; on hit target is weakened (save ends)

:melee: Fly By Attack (Standard; at-will)
Flying Fossil must fly 8 squares, and may make one Talon Scratch attack
at any point; this movement does not provoke an opportunity attack from
the target

Revert to Stone (Immediate Reaction) on death
On death Flying Fossil crumbles and reforms as a fossil on the Fossilmancer

Alignment Unaligned
Skills Acrobatics +17
Str 14 (+8) Dex 22 (+12) Wis 16 (+9)
Con 12 (+7) Int 3 (+2) Cha 3 (+2)
 


That is a very cool writeup Mesh Hong. Any chance this is your next monster project. I'm always looking for elementals that I can use for traps as they can be left in old tombs next to undead and such. I have also used them like Pokemon balls where you summon them to help fight.
 

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