What's a Nice Lesser Planar Ally for a Priest of the Elder Elemental God

Garnfellow said:
Actually, that certainly works. What's the elemental grue like from Complete Arcane?


yeah, i know that's why i suggested it. although the old videogamer in me just loves saying it.

chaggrin are earth.
harginn are fire.
ildriss are air.
and vardigg are water.

but you can find them in T1-4 in the nodes if you want the 1edADnD versions. or in the newer edition Atari ToEE videogame to see them in action.

they are Medium 3HD / CR 2 but you can advance them to Medium 4-6 HD or Large 7-9 HD
 

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Garnfellow said:
A half-farspawn earth elemental would be pretty cool.
Be careful what you wish for.

Half Far spawn Earth Pseudomental, Medium
Medium Outsider (Earth, Extraplanar)
Hit Dice: 6d8+36 (63 hp) [66 if you give monsters high average HP]
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 22 ( +12 natural), touch 10, flat-footed 22
Base Attack/Grapple: +4/+9
Attack: Slam +10 melee (1d8+6 magic)* OR tentacle +11 melee(1d4+6 magic)
Full Attack: Slam +10 melee (1d8+6 magic)*, 2 Tentacles +6 melee (1d4+3 magic) OR 4 tentacles +11 melee [1d4+6 magic]
Space/Reach: 5 ft./5 ft.
Special Attacks: Earth mastery, push
Spell like Abilities: { } { } { }blur 3/day, { }touch of idiocy 1/day, { }stinking cloud1/day
Special Qualities: Acid resist 10, Blindsight 60 ft, Change shape, DR 5/ magic, Darkvision 60 ft., earth glide, elemental traits, Electricity resist 10, Poison immunity, Spell Resist 16, { }True Strike 1/day
Saves: Fort +11, Ref +2, Will +4
Abilities: Str 23, Dex 10, Con 23, Int 4, Wis 14, Cha 13
Skills: Concentration +11, Listen +11, Spot +11
Feats: Power Attack., weapon focus tentacle, Blindfight.
Environment: Plane of Earth or areas of Far Rælm corruption
Organization: Solitary
Challenge Rating: 5.66
Treasure: None
Alignment: Chaotic Evil or Not Applicable
Advancement: 7 HD (Medium)

From the wall, a distorted being, slightly larger than yourself, exudes forth, the stone giving no resistance to the creature as if grateful to be rid of it. A heartbeat later, a foul scent violates your nostrils, leaving you grateful your eyes only have to contend with hints of stone and slime. Almost bipedal, 4 arm like appendages flail near the top of the thing’s form. Even glancing upon the creature’s muted form call up sensations, urgent and primal, that demand ‘Destroy this creature or flee from it!'

Earth pseudomentals speak Terran but rarely choose to do so.

Combat
Though an earth pseudomental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth pseudomental can move along the bottom of a body of water but prefers not to.

Earth Mastery (Ex): An earth pseudomental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the pseudomental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex): An earth pseudomental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the pseudomental’s opposed Strength checks.

Earth Glide (Ex): An earth pseudomental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth pseudomental flings the pseudomental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

True Strike (Su):
Once per day, this creature can make a normal attack with a +20 insight bonus on a single attack roll. The half-farspawn is not affected by the miss chance that applies to attacks against a concealed target. Note, This is not casting true strike, the creature chooses to use this ability and launches the attack that round, often power attacking for full and fighting defensively, reducing the bonus to +12.

Elemental traits: Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking. Raise dead, reincarnate, and resurrection, don’t work on this creature. Nor does it eat, sleep, or breathe.

Change Shape (Su): As a standard action, a half-farspawn can take the form of a grotesque, tentacled mass. This ability
functions as described for the change shape ability (see page306 of the Monster Manual), except as follows:
— The creature’s looses its slam attack, Push and Earth mastery.
— The creature’s movement modes do not change.
— The creature retains the tentacle attacks granted by this template (see Attack, above) and gains two additional tentacle
attacks when making a full attack.
— The creature becomes amorphous. It cannot be flanked, and is not subject to extra damage from critical hits.
— Creatures native to the Material Plane take a –1 morale penalty on attack rolls against a half-farspawn in its amorphous
form.
 
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Thank you.

I believe the Elemental would loose the ability to receive STR 1.5 on it's slams use to having additional [un]natural attack. Though from my understanding the template does let it keep the special qualities of being an elemental

Pre-combat: If alerted to foes, use blur on self and glide into the nearest wall. Change to horrid form.
Round 1: Listen[+2] for party to pass, Glide out of wall near party use touch of idiocy casting defensively if needed and touch foe.
Round 2: If full attack is possible, do so, then adjust into wall to avoid reprisal.
Round 3: Adjust out of wall, full attack if possible. If surrounded, True Strike, power attack for full and fight defensively. Strike most annoying combatant.
Round 4: Full attack and adjust into wall or if party is clustered together, stinking cloud on group and glide beneath them.
Round 5: Launch full attacks from within the wall, using blind fight to reduce miss chance. Flee at 10 or less HP.
 


Garnfellow said:
Lesser planar ally lets one call an outsider of up to 6 HD.

What's a good candidate for a priest of the Elder Elemental God to call? I'm looking for something weird, evil, inhuman, and icky -- hopefully to play up the primeval and Cthulhu-esque aspects of the EEG.

Right now my lead contender is an Ekolid, which is a nasty new Obyrith demon from Hordes of the Abyss.

Hmm. Lesser planar ally also allows one to call elementals, not just outsiders. I, too, have FC1, and one of the first things I thought of after reading that book were what I referred to as 'The Hands Of Dagon', or Blackwater Elementals.

The idea behind that is that deep in the depths of the ocean, there is no light. There is no hope. Only the unrelenting blackness of a place that has never felt the sun, and a constant pressure capable of crushing steel.

But there is life. Alien minds work in that place of cold and darkness, minds that serve the Lord of the Black Ocean, Dagon. His chosen hands on the Material Plane, they are formless creatures made of the swirling, icy water of the deepest ocean trenches. No light illuminates their alien frames, and the smell of a watery grave hangs around them.

You take a water elemental of the appropriate HD, and then you hit it with the shadow and the fiendish templates. Add the Cold subtype and 1d6 cold damage to their slam, and you are set!

If it's too powerful, drop either one of the templates. My original write up was just a fiendish water element with the cold subtype, but the idea's kind of...mutated. Work keeps me busy and exhausted most of the time, so I haven't had a chance to transfer the stuff out of the notebook yet.
 


A yochlol (the amorphous formless servants of lolth). My pet theory has always been that Lolth somehow stole these servitors from the EEG when her servitors were involved with the EEG and that strange power was incapicitated.
 



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