ðHgeocities.com/area51/vault/6396/monster18.htmloocities.com/area51/vault/6396/monster18.htmlelayedxÍŽÕJÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈЛœ™8OKtext/html€¨¾™8ÿÿÿÿb‰.HSun, 19 Apr 1998 19:44:26 GMT Mozilla/4.5 (compatible; HTTrack 3.0x; Windows 98)en, *ÌŽÕJ™8 Elemental, Divine Awnshegh & Monster Theme

Elemental, Divine

# appearing: usually 1
Frequency: very rare
Organization: solitary
Intelligence: low-exceptional (5-16)
Activity cycle: any
Diet: varies per type, blooded beings
Alignment: varies by type
Movement: varies
AC: varies
Hit dice: per blood power
Thac0: as hit dice indicate
# of attacks: 2 or 1
Damage: varies
MR: 1% per hit die
Special attacks: varies per type, detect alignment and blood power
Special Defenses: +2 to hit, immunities based on elemental type
Size: S to H (1' per hit die)
Morale: Champion (16)
Exp: varies

 

General

Divine elementals are the spawn of Deismaar. Not every iota of divine power given off by the dying gods was absorbed. Some of it was expelled into the earth, sea, sky, and shadows. When divine power came to rest in an environment akin to the deity from which it came (Masela's power falling into the sea, for example) there were instances when the blood gave an intelligence to the specific element, thus creating divine elementals- the raw embodiment of a fragment of the dead gods' power.

Combat: The blood power of an elemental is determined by rolling 1d100, unless the DM wishes to assign a specific power. The number of blood points directly determines an elemental's power. The number of hit points an elemental possesses is equal to their blood points. The hit dice (and corresponding stats) of an elemental is equal to one hit die/five blood points. Thus, a 52 blood point elemental has 52 hp and 10 hit dice. The AC of an elemental is a bit harder to compute. The AC equals 10 minus hit dice up to an AC of 0. From that point on, the elemental's AC improves one point for every two hit dice. Thus an elemental with 76 hp/bp has an AC of -2. The attacks of an elemental do damage according to hit dice, too. Elementals may make two physical attacks per round. These attacks do a base damage of 1d6 for every two hit dice of the elemental. Thus, a 41 hp elemental has 2 attacks that do 4d6 damage each. This damage may be further modified by elemental type and combat situation (see below). Finally, every elemental has various immunities (they are all immune to sleep, charm, hold, polymorph, petrification, and poison as well as mind affecting spells) based on their type. As a last blow to would-be enemies, all elementals possess a special attack, which can be their only action in that round, that varies per elemental type.

Habitat/Society: The elementals each will tend to live in regions suited to their natures (Anduireals in the air and mountains, Basaians in the desert, Azraels in swamps and underground, etc.). Their intelligence is enough to communicate with other beings in the tounge of the patron race of the god from which they came (Anduireals speak Anuirean). They prefer to attack blooded beings (which they can detect naturally) but only as dictated by their alignments (see specific types of elementals below).

Ecology: In order to reproduce, an elemental must exceed 100 blood points. It then splits by binary fission into two clones of itself (each with half the strength but full memories of the original). Divine Elementals gain blood power by slaying blooded beings. Any blooded being slain by an elemental is drained of his power by the elemental as if slain by a tighmaevril weapon. Their reproduction is likewise held in check by powerful blooded adventurers. An elemental, when slain, gives off blood power equal to one point per five unless another rule takes precedence (like a tighmaevril weapon).

 

Elemental Types

Anduireal Elemental

These elementals can take the form of a swishing mass of air or as a pillar of smoke. In the air form, they are invisible. Their physical attack is a blow from to windy arms, each doing 1d6 damage per two hit die. This damage is multiplied by 1.5 against enemies in the air. They can assume the form of a cyclone instantly (up to 3 times their height, with a base area equaling the original height). Creatures of less than 1/3 the level of the elemental must save vs death or be swept away. Creatures not swept away take (1d4+1)/damage per hit die of the elemental, save vs breath for half. A 42 bp elemental would do 8d4+8 points of damage. They are immune to magic missiles and lightning attacks, in addition to common immunities. They have a movement rate of 24 Fl (A). Their alignment is Lawful Good, and they only attack the blood of Azrai and Brenna without provocation, as well as evil beings.

Basaian Elemental

These elementals appear as globes of sunlight, one foot in diameter per hit die. They radiate light equivalent to sunlight in a 30' radius (with the same effect on certain undead). The elemental attacks with blazing appendages doing 1d6 damage per 2 hit dice. Creatures with weaknesses against fire take extra damage as indicated by their descriptions. Even creatures immune to fire still suffer half damage from the force of the attack. They may, at will, emit a cone of fire in any direction they choose (up to 100' feet in length) that does (1d4+1) damage per hit die. Victims may save for half damage of course. Their movement is 12 Fl (B). their additional immunities are against all fire based attacks (duh) and their alignment is Lawful Neutral. These elementals will attack unprovoked against any chaotic or evil being, or those bearing the bloodlines of Azrai, Brenna, or Vorynn.

Brennian Elemental

These elementals were formed by divine blood cast into twilight shadows. They may take the form of great, shadowy cats of tremendous size whose claws do 1d6 damage per two hit dice. They can move absolutely silently, and have a 95% chance to hide in shadows. This can put them in perfect position to deliver a backstab with a shadow swathed claw, doing base damage X5. That's a lot of damage! Luckily, they don't have any other special attacks. Their movement is special. It is normal movement at a rate of 15, but these elementals can assume a wraithform and slip through small cracks. They are immune to attacks based on darkness or negativity (like level drains) in addition to normal immunities. Their alignment is Neutral Evil and they will attack any alignment or bloodline on sight except for those of the same blood derivation.

Masetial Elemental

Formed by the blood of Maselas as it plunged into the sea, these elementals take the form of great waterspouts (like whirpools above the water line) that can collapse their form at will. They attack with two jets of water, each of which does 1d6 per two hit dice of damage. Beings weak against water (like many fire based creatures) take double damage. The Masetial may drop beneath the water and form a whirpool at will. This whirpool is 1' in diameter per blood point of the elemental. Creatures caught in the whirpool must save vs. death or drown (unless capable of breathing water, of course). Even if the creature does not drown, it is battered for 1d4 damage per hit die of the elemental (save vs. breath for 1/2 damage). Unlike water elementals, Masetials can travel any distance away from the water, but prefer not to for several reasons. They can't use the whirpool on land and when they collapse beneath the water's surface, they are effectively invisible (and slashing and blunt weapons can't be used underwater, too). In addition to standard immunities, thay are absolutely immune to water and cold attacks (fire attacks can't be used against them underwater). Their movement rate is 24 Sw and 9 on land. They are Neutral Good in alignment and only attack evil beings and those with the blood of Azrai unprovoked.

Reyniric Elemental

These god-spawn appear as humanoids made of the earth, absolutely covered in the vegetation native to the area. They attack with two fists made of earth and stone, doing 1d6 damage per two hit dice. This damage is multiplied by 1.5 against creatures standing on the ground. They may, once per turn, cause an earthquake (as per the 7th level priest spell). In addition to the normal effects, sometimes trees fall on the Reyniric's unfortunate opponents. Furthermore, these beings of nature can use Animal Summoning I at will. In addition to standard immunities they take half damage from cold and lightning attacks, no damage on a succesful saving throw. The have a movement rate of 9, or 15Br. They are Chaotic Good in alignment and will attack evil beings, those with the blood of Masela, Azrai, or Brenna, and any beings who despoil their forests.

Vorynnian Elemental

In their natural forms, Vorynnians manifest as spheres of glowing blue energy, which attack with two charges of magical power, doing 1d6 damage per two hit dice. Since these attacks are pure magical energy, normal armor does not protect against the attack and is treated as AC 10 before dexterity adjustment (but magical pluses to armor do protect). Magic Resistance can negate their attacks. They are very rarely encountered in their natural form, as they have the ability to polymorph into any humanoid creature they have ever touched. Their physical abilities are in relation to their hit dice. Their abilities are 5 +1/hit die. Scores never exceed 18, although strength can reach 18/00 (each hit die above 18 adds another bracket of exceptional strength). In this form they often wield magical weapons that they have created and secreted in various places. They possess one other power- they wield magic as true mages of 1 level/hit die, and do not require any Verbal, Somatic, or Material components for spells. In addition to normal immunities, they have twice the magic resistance of other divine elementals of equivalent hit dice and are immune to magic missiles (and other similar spells) and take half damage from fire, cold, and electricity. They move as a the assumed form or 15Fl(B) in their natural form. They are True Neutral in alignment and will attack beings with the blood of Brenna, Azrai, and Basaia at the drop of a hat. They can be found anywhere, but tend to dwell near magical sources and ley lines. They really hate Azrael elementals.

Azrael Elemental

These beings appear as globes of darkness, 1' in diameter per hit die. They attack with two tendrils of night, doing 1d6 damage per two hit dice. What is most terrifying, however, is that half of the damage they do to living beings is absorbed and heals them. They may, once per round, instead of normal attacks, emit a black beam at a single target. This beam functions as an enervation spell, draining one level per two hit dice of the Azrael. They can also assume the humanoid form of any humanoid they have ever slain. Their physical stats are computed like those of Vorynnian elementals, except Azraels can exceed scores of 18. Nor must Azraels split at 100 bp. They all hope to exceed 10,000 bp in order to become deities and fill the void left by the death of Azrai. They do not gain any hit dice or abilities past 100 bp, however. In addition to normal immunities, they are immune to cold, electricity, and negative attacks. They move pretty fast 18Fl (B) when not in another form. They are Chaotic Evil in alignment and will attack just about anything for little reason, or for no reason at all.

By RKanus@aol.com


Return to the Birthright Netbook Return to Awnsheghlein & Monsters


This page hosted by Geocities. Get your own free page!