Denizens are beings of the Second Creation that do not quite belong in the Realm of Strife, and are sometimes referred to as outsiders or realm dwellers. It is believed that Denizens come from one of the many Realms of Origin, possessing little similarity of substance to one another, but all highly marked by the spiritual energies of their home realm. Typically summoned or lured away to the Realm of Strife, Denizens cannot permanently exist outside their home Realm unless they are somehow anchored to the Realm of Strife.
This is a complex area of study in and of itself, that has led to volumes of literature written on the nature of summoning Denizens. Most scholars are divided into two camps; one claiming that these beings are summoned from a parallel or overlapping Spirit world within the Realm of Strife while the other camp believes they are summoned directly from Realms all their own. This second theory has largely led to the development of the theories surrounding the Realms of Origin and the Creation in Three Parts.
The Codex of Creation separates Denizens into several Metaraces, each with common characteristics:
Elementals
Elementals are spirits comprised almost wholly of other worldly energies and substance. They can only exist outside of their Realm of Origin for a limited time, losing some of their energies and substance with each passing day. Even outside of their home realm they can be immensely powerful and are often summoned by spirit users as valuable spell casting allies. Shamans in particular rely heavily upon the power of elemental spirits, even going so far as to learn the elemental tongue in order to commune with them on a regular basis.
By sheer force of will some of the more powerful Elemental spirits can maintain their existence outside of their Realm of Origin but this has its limits, and a Resolve test is required at the end of each day spent outside their home realm. If failing this Resolve test the elemental spirit immediately drops one rank (i.e. a Middling Elemental would become a Lesser Elemental). If passing, they maintain their current rank until the end of the next day when they must test again.
If an Elemental is able to absorb sufficient sources of energy that also have some tie to the elemental realm from which they came, they can ignore the resolve test for that day (i.e. a Fire Elemental absorbing the heat from an active volcano). As such, when Elemental Spirits are found in the Realm of Strife, it is likely that they do not stray far from some source of elemental power.
Elemental Spirits come in a variety of Breeds, each with its own unique form and natural abilities. The many elemental breeds can be broadly categorized into four different subgroups. Read more…
Pure Breeds – Fire, Water, Earth, Air Elementals
The most common type of Elemental is the Pure Breeds, each comprised of the most stable form of spiritual energy from one of the four Elemental Realms of Origin.
Volatile Breeds – Acid, Frost, Metal, Storm Elementals
Less common, and arguably more dangerous, are the Volatile breeds. Each is comprised of the more volatile energies from one of the Elemental Realms.
Hybrid Breeds – Steam, Cloud, Dust, Lava Elementals
Hybrid breeds do not naturally exist in any realm but are instead created through mad experiments and forbidden magics that attempt to bind Elemental Spirits together. This can be done with some measure of success, provided the polarities of the two Elemental Spirits cancel each other out and achieve balance. However such practice is highly offensive to Elementals as well as the typically well meaning Shaman’s that serve them.
Unstable Breeds – Mud and Smoke Elementals
Though largely theoretical, there are also thought to be two breeds of Unstable Elementals. By fusing water and earth elemental spirits, one could create a mud elemental, however there is no balance maintained in this fusion as both are of ordered polarity, making the binding difficult if not impossible to maintain. Likewise, fusing fire and air to create an smoke elemental would be highly unstable due to the combining of two chaotic polarities
Primals
Primals are Natural Spirits that are similar in many ways to Elementals, however they originate from the Natural Realms of Origin. Regardless of origin, they too are outsiders to the Realm of Strife and must likewise pass a Resolve test at the end of each day if they wish to remain there. The consequences of failure are different for Primals, one of many things that sets them apart from simply being Natural Elementals.
Primal Spirits are thought to be comprised of two distinct species or breeds, known as Treants and Celestials. Read more…
Treants – Ents and Hourns
The Primal Spirits of Eden are the Treants. In their truest form they are referred to as Ents or Tree-Herders. Ents that fail the daily resolve test begin to lose their sentience, and are said to being falling asleep, passing first to a stage of partial sentience known as the Huorn. In this form they are more tree than Ent, possessing only a simplistic intellect and all too often foul temperament. Though they can remain a Huorn for many years, sometimes even being roused from their partial slumber to become Ents once more, if slipping further they will fall asleep for good and become like any other tree.
Eden’s regenerative influence is prevalent in the Realm of Strife, found anywhere that plants grow and thrive, but especially so in the heart of the forest. This makes it relatively easy for Ents to absorb the necessary natural energies to maintain their sentience. As such Ents very often grow to be ancient beings, with long memories and even longer stories for those with the patience to hear them. In the deepest parts of the most ancient forests it is even thought that perhaps some Ents have existed since the very beginning of the Realm of Strife, stranded there when Creation was shattered by the subversive will of the Demons.
Certainly many Ents find their way to the Realm of Strife like any other spirit, summoned by a practitioner of the spiritual arts to fulfill their own goals. Similar to Elemental Shamans, Wild Shamans have learned the Primal Tongue of Treants and typically treat them with reverence and respect.
Celestials – Celestial Beings and Constellations
Little is known about the Primal Spirits of the Cosmos, generically referred to as Celestials or Celestial beings, but more often known by their individual names as Constellations. This is simply because above all Spirits, they struggle the most to survive in the Realm of Strife, requiring vast amounts of energy to maintain their form. While the Cosmos is thought to completely surround the Realm of Strife, clearly evident when gazing upwards at a clear night sky, it seems to be the most removed of any of the Realms of Origin, with sources of Celestial energy few and far between.
While astronomers can list of the names of a near infinite amount of constellations, the only ones that can claim any true understanding of the Primal Spirits of the Cosmos are the Celestial Shamans, and these are as rare as a fallen star.
Unlike other Shamans, Celestial Shamans must typically commune with the Celestials at a distance, for the very presence of a celestial is said to cause mysterious maladies and even death. Yet what the few recorded interactions with Celestial Spirits can say with certainty, is that these beings are immensely powerful and not to be trifled with. But to gain their favor, that is a undeniably powerful boon.
Arcanids
Genies
Titans
Codex of Denizens
The Codex of Denizens is the master list of all Denizens available for encounters and roleplaying for Realm of Strife GMs. While the framework for all known and theorized Denizens exists, not all entries are currently complete. The Codex of Denizens continues to expand as designers create new entries.
If you are looking for a Denizen that does not appear in this list please contact us and request that an entry be added to the codex and we will endeavor to publish your request in a timely manner.
Creation | Order | Creature Name | Metarace | Breed | Variant/Subgroup | Class/Role | Rank/Age | Alternate Names | publish? | Origins | Climate | Habitat | Level | HP (at lvl) | XP | Threat Rating | Size | Size Mod | Melee Mod | Ranged Mod | Spirit Mod | Faith Mod | Defense | Resistances | Stats | Languages | Senses | Form | Armor | Weapons | Alternate | Skills | Traits | Extra | Drops | Description |
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Second | Denizen | Lantern Wisp | Arcanid | Light Forged | Magical | Standard | yes | Realm (Dawn), Alignment (Neutral), Polarity (Order) | Extra Planar | Sky, N/A | 3 | 13+3d8 | 22 | 4 | Small (Upright) | -2 | +2 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | -3 Hit; 3% Crit. (98+) | -3 Hit; 3% Crit. (98+) | AC 0; Armor 0; Dodge 0; Brightness: passive unless invisibile, any creature that uses standard vision to directly target the wisp is blinded for 1 round immediately following the attack provided they PASS a Recerption test. Also blocks LOS in a 2" radius around itself | Arcane 10; Elemental 10; Natural 10; Holy 20; Demonic 15; Mental 10 | Move 6; Str 10; Agil 10; Stam 5; Int 5; Wis 5; Avd 0; Per 10; Res 10; Init 10; Cha 0 | none | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Incorporeal: Complete lack of solid form, immune to physical damage and effects (i.e. grapple, stun, etc...) unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); cannot have movement impaired by non-magical means; can pass through solid matter at will but cannot interact with it or end its movement inside of it; can move in 3 dimensions without normal flying restrictions |
Searing Light: 3d6 light damage in a 2" radius, no dodge. Immediately sets Variable Illumination to a minimum of 2" | Variable Illumination: can vary the degree of illumination that its body produces at will, ranging for 2" to 8" of bright light, and twice that for dim llight. Can also hide its light entirely, effectively making it invisible until attacking Healing Light (T2 Healing action) |
Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Immune (Light): Immune to this type of damage and any associated effects Hardened (Dark): Incoming damage of this type is reduced by half |
Immune to Light/Solar Damage Hardened to Dark/Void Damage (1/2 dam) |
1d6 Prismatic Glass | |||||
Second | Denizen | Shadow Beast | Arcanid | Void Creature | Pack Hunter | Standard | yes | Realm (The Void), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Ruins/Dungeon, Subterranean | 1 | 8+1d8 | 7 | 2 | Small (Prone) | -2 | +5 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | -5 Hit; 2% Crit. (99+) | -5 Hit; 2% Crit. (99+) | AC 32; Armor 14; Dodge 18; Shadow Hide: in addition to granting Armor, hide also grants +1 Arcane Resist per slot, already added | Arcane 17; Elemental 10; Natural 10; Holy 20; Demonic 15; Mental 10 | Move 6; Str 14; Agil 15; Stam 5; Int 5; Wis 5; Avd 18; Per 12; Res 10; Init 10; Cha 0 | none | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. Extra Sense II (Fear): Can non-visually sense the listed property at a range (in table top inches) equal to 2x Perception with +5 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x7 | Shadow Claws x2: 1d6 Shadow & Physical damage | Feed-on-fear: instant, if any target w.in 10" was effected by Fear during the last round, gain 1d6HP. If this causes the Shadow Beast to increase its HP beyond its Max, keep the additional HP and gain +10% critical hit chance for every 1 HP above Max |
Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) Immune (Dark): Immune to this type of damage and any associated effects Fearsome I: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Sensitivity (Light): Incoming damage of this type is doubled Dual Damage (Physical & Dark): Typical or majority of attacks/skills count as two damage types |
Immune to Dark/Shadow Damage Sensitive to Light damage (2x dam) |
1d6 Dark Matter | Shadow beasts are a physical manifestation of the Void, taking on the generic form of a four legged canine-like beast with no head. Despite having no head, they seem to have no trouble tracking prey. Their senses are particularily attuned to detecting fear. Though relatively fragile, a pack of Shadow Beasts that have caught the scent of fear can be quiet deadly. Shadow beasts are capable of feeding off of others fear, physically growing in size and becoming increasingly vicious. To this end, they are capable of changing their form to whatever their prey fears most. While this modified form is purely illusionary and does not grant any additional attacks or abilities based on the form it takes, it does grant Shadow Beasts a passive fear aura. If Conjured by a spirit user they are worth XP when slain. | |||
Second | Denizen | Mana Wraith | Arcanid | Wonderborn | Magical | Standard | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Extra Planar | Ruins/Dungeon, Sky | 3 | 25+3d10 | 28 | 4 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | -3 Hit; 3% Crit. (98+) | -3 Hit; 3% Crit. (98+) | AC 10; Armor 0; Dodge 10 | Arcane 40; Elemental 20; Natural 15; Holy 20; Demonic 15; Mental 10 | Move 4; Str 10; Agil 10; Stam 10; Int 5; Wis 5; Avd 10; Per 10; Res 10; Init 10; Cha 0 | Common & Mage Tongue (Arcane) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Spirit I: Can sense spirit users and spirit crafted/enchanted items at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls |
Incorporeal: Complete lack of solid form, immune to physical damage and effects (i.e. grapple, stun, etc...) unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); cannot have movement impaired by non-magical means; can pass through solid matter at will but cannot interact with it or end its movement inside of it; can move in 3 dimensions without normal flying restrictions |
Mana Claw x2: 1d12+3 Arcane Damage, roll vs. Resist+Dodge, Reach 2 | Siphon Spirit (instant, rng 4", drains 1d12+3 spirit from target and gives it to another spirit user or heals self, has no effect on targets that do not have spirit) Absorb Spirit (if resisting any Arcane power that causes damage, instead treat it as a heal) |
Resistant VI (Arcane): +30 resistance to this type of damage/effects (typically already added) |
Resistant to Arcane (+30 already added) |
2d6 Manastone | |||||
Second | Denizen | Earth Elemental, Prime | Elemental | Pure Elemental | Earth Elemental | Prime | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Subterranean, Hill | 17 | 396+34d10 | 582 | 23 | Massive (Upright) | 8; Crushing Blow 4, Toughness 2, Reach +2 | +8 Hit; 9% Crit. (92+); +3 Damage | +10 Hit; 10% Crit. (91+) | +20 Hit; 13% Crit. (88+) | +21 Hit; 14% Crit. (87+) | AC 57; Armor 56; Dodge 1; Can appear as regular stone (of appropriate size) at will | Arcane 28; Elemental 44; Natural 37; Holy 44; Demonic 37; Mental 29 | Move 7; Str 20; Agil 2; Stam 22; Int 14; Wis 15; Avd 1; Per 4; Res 22; Init 5; Cha 8 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (Earth): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Stone x8 | Earth Slam (5d12+14 Earth damage melee attack, 70% Overpowering, 70% Stun) OR Stomp (4d6+4 Earth damage in 5" radius, Knock-Down if targets fail a Stam stat roll-off) | Instead of attacking, can use its touch to block the effects of natural wind, temporarily (1 rnd) remove all air from an area of equal size, or use its touch as Smother Magic |
Earth Glide (instant, can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence) Weaken (T6 Modify instant) Crushing Prison (T6 DOT instant) Earth Bind (T6 Burst action) Earth Pummel (Mainhand Strike action) Tremor (Shock action, can be used as an off-hand attack following an Earth Pummel+Slam) Boulder Toss (blast action, up to 4 simultaneous uses as a single action, but must use smaller sized elementals as the projectile boulders) Petrify (Transmute action) Spawn Elementals (action, once every three rounds, creates 1d8 Earth Elemental Spawns that appear 2d8" away in random directions) |
Caster VI: Unlimited used of Tier6 Powers Toughness II: Negates all incoming damage by 2 Hardened (Physical): Incoming damage of this type is reduced by half Immune (Earth): Immune to this type of damage and any associated effects Sensitivity (Air): Incoming damage of this type is doubled Indomitable: Counts as Implacable, Immovable, Unyielding and Uncontrollable; also immune to critical misses, all forms of CC, and cannot be "insta-killed" (i.e. Heart Punch, throat crush, garrote, throat slash, etc...) |
Immune to Earth Hardened to Physical Damage (50%) even if enchanted Sensitive to Air Damage (2x dam) If touching another source of loose stone or gravel that is smaller or weaker that itself, the Earth elemental absorbs it into its own form and heals for 2d10 HP (this includes other elementals of lesser rank or less HP, including its own spawns)) |
5d10 Thaumatite Ore | |||
Second | Denizen | Water Elemental, Prime | Elemental | Pure Elemental | Water Elemental | Prime | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Fresh Water, Salt Water | 17 | 288+34d10 | 565 | 23 | Massive (Upright) | 8; Crushing Blow 4, Toughness 2, Reach +2 | +17 Hit; 12% Crit. (89+); +2 Damage | +13 Hit; 11% Crit. (90+) | +21 Hit; 14% Crit. (87+) | +20 Hit; 13% Crit. (88+) | AC 15; Armor 0; Dodge 15; Can appear as regular water (of appropriate size) at will | Arcane 30; Elemental 32; Natural 30; Holy 44; Demonic 36; Mental 29 | Move 8; Str 18; Agil 11; Stam 16; Int 15; Wis 14; Avd 15; Per 7; Res 22; Init 9; Cha 12 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (Water): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Water Slam x3 (2d12 Water damage melee attack, both can be used as off-hand attacks after casting as an action, cannot be parried, can Imbue both with T6 Undertow as an instant) | Instead of attacking, can use its touch to extinguish a non-magical flame of equal size or use its touch as Douse Magic |
Turbulent Wake (instant, when swimming can choose to trigger T6 Turbulent Waters around itself) Waterlog (Hex instant) The Bends (T6 DOT insant) Deluge (Cone action) Forking Stream (Multi action) Tidal Wave (Nova action) Crushing Deep (Shock action) Geyser Field (Storm action) Bubble of Refuge (Shell action) Liquify (Transmute action) Healing Stream (T6 Healing action) Spawn Elementals (action, once every three rounds, creates 1d8 Water Elemental Spawns that appear 2d8" away in random directions) |
Caster VI: Unlimited used of Tier6 Powers Swimmer II: 3x movement while in water Immune (Water): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Swift Dodge IV: Can choose at will to use Dodge x4 instead of AC, unlimited use |
Immune to Water/Frost Sensitive to Fire/Heat Damage (2x dam) If touching another source of water of the same type (i.e. fresh vs. salt water), the water elemental absorbs some of it into its own form and heals for 2d10HP (this includes other elementals of lesser rank or less HP, including its own spawns) Stabilizing Presence (not only is a Prime Water immune to the chances of transforming into an Ice Elemental, it also exterts that effect to all lesser Water Elementals within a 20" radius) |
5d10 Everice | ||||
Second | Denizen | Air Elemental, Prime | Elemental | Pure Elemental | Air Elemental | Prime | yes | Realm (Storms), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Sky, Mountain | 17 | 270+34d10 | 510 | 22 | Massive (Upright) | 8; Crushing Blow 4, Toughness 2, Reach +2 | +19 Hit; 13% Crit. (88+) | +11 Hit; 10% Crit. (91+) | +19 Hit; 13% Crit. (88+) | +20 Hit; 13% Crit. (88+) | AC 16; Armor 0; Dodge 16; Can appear as "thin air" (invisible) at will, where movement and any interaction with physical forms or material would be treated as moderate wind of equal size | Arcane 26; Elemental 30; Natural 29; Holy 26; Demonic 27; Mental 27 | Move 8; Str 13; Agil 13; Stam 15; Int 13; Wis 14; Avd 16; Per 5; Res 13; Init 15; Cha 8 | Elemental Tongue & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (Air): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Air Slam x3 (1d12+1d8 physical damage melee attack, cannot be parried/blocked/reversed, if target Armorsaves and fails a Stamina test then apply additional T6 equivalent Wind Effects applied as a choice of: upward attack/uppercut (6" Knock-up), downward attack/slam (knock-down), outward attack/jab (6" knock-back), side-swipe attack/backhand (sideways 6" knock-back) | Instead of attacking, can use its touch to displace loose solid matter (such as dirt or sand) of equal size, temporarily (1rnd) weaken solid matter (remove all dama negation/absorption), or use its touch as Scatter Magic |
Wind Surge (instant, grants 2x movement speed this round and prevents any attacks from Disengaging from Combat, any target touched or moved through is knocked down and Winded if failing a Stamina test where the target has -8 disadvantage) Windshear (T6 Shock, can be used as an instant) Haste (Modify instant, no HP costs if self cast) Gale Force (Amplify instant) Whirlwind (T6 Cone action) Howling Vortex (Blast action) Cyclone (Nova action) Violent Squall (Storm action) Eye of the Storm (Shell action) Vaporize (Transmute action) Binding of Air (T6 Binding action) Gale Winds (Channel action, gain an extra action while channeling) Spawn Elementals (action, once every three rounds, creates 1d8 Air Elemental Spawns that appear 2d8" away in random directions) |
Caster VI: Unlimited used of Tier6 Powers Flyer I: 2x movement while flying Immune (Air): Immune to this type of damage and any associated effects Sensitivity (Earth): Incoming damage of this type is doubled Swift Dodge IV: Can choose at will to use Dodge x4 instead of AC, unlimited use |
Immune to Air Sensitive to Earth Damage (2x dam) If touching a natural source of wind (i.e. not including its own wind effects), the air elemental absorbs it into its own form and heals for 2d10 HP (this includes other elementals of lesser rank or less HP, including its own spawns) |
5d10 Aether | ||||
Second | Denizen | Fire Elemental, Prime | Elemental | Pure Elemental | Fire Elemental | Prime | yes | Realm (The Furnace), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Volcanic, Desert | 17 | 252+34d10 | 415 | 19 | Massive (Upright) | 8; Crushing Blow 4, Toughness 2, Reach +2 | +12 Hit; 11% Crit. (90+); -1 Damage | +12 Hit; 11% Crit. (90+) | +18 Hit; 13% Crit. (88+) | +18 Hit; 13% Crit. (88+) | AC 2; Armor 0; Dodge 2; Can appear as regular flame (of appropriate size) at will | Arcane 24; Elemental 28; Natural 26; Holy 38; Demonic 31; Mental 24 | Move 7; Str 5; Agil 6; Stam 14; Int 12; Wis 12; Avd 2; Per 6; Res 19; Init 7; Cha 8 | Elemental Tongue & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense III: Can sense differences in heat within physical substance at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Fire Slam (1d10+5d6 Fire damage melee attack, cannot be parried/blocked/reversed) | Scorching Heat (passive Aura IV anything the elemental touches, either by moving through or being within 3" of base contact, takes 1d20 fire damage if failing Elemental resist) alternately instead of dealing damage, Scorching Heat can be used as an action to dry up natural water or moisture of equal size or counts as Melt Magic |
Flame Surge (instant, grants 2x movement speed in 3 dimensions this round and adds +7 damage to scorching heat) Ignite (T6 DOT instant) Fire Bomb (T6 Bomb instant) Fireball (T6 Blast action, can use on targets in base contact) Rain of Fire (Storm action) Immolate (burst action) Everflame (Transmute action) Spawn Elementals (action, once every three rounds, creates 1d8 Fire Elemental Spawns that appear 2d8" away in random directions) |
Caster VI: Unlimited used of Tier6 Powers Aura III: Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Immune (Fire): Immune to this type of damage and any associated effects Sensitivity (Water): Incoming damage of this type is doubled |
Immune to Fire Sensitive to Water/Frost Damage (2x dam) If touching another source of flame that is smaller or weaker that itself (not included fires it was responsible for setting), the fire elemental absorbs it into its own form and heals for 2d10 HP (this includes other elementals of lesser rank or less HP, including its own spawns)) |
5d10 Brimstone | ||||
Second | Denizen | Earth Elemental, Elder | Elemental | Pure Elemental | Earth Elemental | Elder | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Subterranean, Hill | 15 | 245+30d8 | 353 | 18 | Huge (Upright) | 4; Crushing Blow 2, Toughness 1, Reach +1 | +8 Hit; 9% Crit. (92+); +2 Damage | +8 Hit; 9% Crit. (92+) | +16 Hit; 12% Crit. (89+) | +17 Hit; 12% Crit. (89+) | AC 51; Armor 49; Dodge 2; Can appear as regular stone (of appropriate size) at will | Arcane 24; Elemental 40; Natural 33; Holy 40; Demonic 33; Mental 25 | Move 6; Str 19; Agil 4; Stam 20; Int 12; Wis 13; Avd 2; Per 4; Res 20; Init 6; Cha 7 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (Earth): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Stone x7 | Earth Slam (4d12+10 Earth damage melee attack, 60% Overpowering, 60% Stun) OR Stomp (4d6+4 Earth damage in 4" radius, Knock-Down if targets fail a Stam stat roll-off) | Instead of attacking, can use its touch to block the effects of natural wind, temporarily (1 rnd) remove all air from an area of equal size, or use its touch as Smother Magic |
Earth Glide (instant, can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence) Weaken (T5 Modify instant) Earth Bind (T5 Burst action) Earth Pummel (Mainhand Strike action) Tremor (Shock action, can be used as an off-hand attack following an Earth Pummel+Slam) Boulder Toss (blast action, but must use a smaller sized elemental as the projectile boulder) Spawn Elementals (action, once every three rounds, creates 1d6 Earth Elemental Spawns that appear 2d8" away in random directions) |
Caster V: Unlimited used of Tier5 Powers Toughness II: Negates all incoming damage by 2 Hardened (Physical): Incoming damage of this type is reduced by half Immune (Earth): Immune to this type of damage and any associated effects Sensitivity (Air): Incoming damage of this type is doubled Indomitable: Counts as Implacable, Immovable, Unyielding and Uncontrollable; also immune to critical misses, all forms of CC, and cannot be "insta-killed" (i.e. Heart Punch, throat crush, garrote, throat slash, etc...) |
Immune to Earth Hardened to Physical Damage (50%) even if enchanted Sensitive to Air Damage (2x dam) If touching another source of loose stone or gravel that is smaller or weaker that itself, the Earth elemental absorbs it into its own form and heals for 2d8 HP (this includes other elementals of lesser rank or less HP, including its own spawns) |
4d8 Thaumatite Ore | |||
Second | Denizen | Water Elemental, Elder | Elemental | Pure Elemental | Water Elemental | Elder | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Fresh Water, Salt Water | 15 | 172+30d8 | 338 | 17 | Huge (Upright) | 4; Crushing Blow 2, Toughness 1, Reach +1 | +16 Hit; 12% Crit. (89+); +1 Damage | +11 Hit; 10% Crit. (91+) | +17 Hit; 12% Crit. (89+) | +16 Hit; 12% Crit. (89+) | AC 15; Armor 0; Dodge 15; Can appear as regular water (of appropriate size) at will | Arcane 26; Elemental 28; Natural 26; Holy 38; Demonic 31; Mental 25 | Move 7; Str 16; Agil 12; Stam 14; Int 13; Wis 12; Avd 15; Per 7; Res 19; Init 10; Cha 11 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (Water): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Water Slam x2 (2d12 Water damage melee attack, both can be used as off-hand attacks after casting as an action, cannot be parried, can Imbue both with T5 Undertow as an instant) | Instead of attacking, can use its touch to extinguish a non-magical flame of equal size or use its touch as Douse Magic |
Turbulent Wake (instant, when swimming can choose to trigger T5 Turbulent Waters around itself) Waterlog (Hex instant) The Bends (T5 DOT insant) Deluge (Cone action) Forking Stream (Multi action) Tidal Wave (Nova action) Crushing Deep (Shock Action) Liquify (Transmute action) Healing Stream (T5 Healing action) Spawn Elementals (action, once every three rounds, creates 1d6 Water Elemental Spawns that appear 2d8" away in random directions) |
Caster V: Unlimited used of Tier5 Powers Swimmer II: 3x movement while in water Immune (Water): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Swift Dodge IV: Can choose at will to use Dodge x4 instead of AC, unlimited use |
Immune to Water/Frost Sensitive to Fire/Heat Damage (2x dam) If touching another source of water of the same type (i.e. fresh vs. salt water), the water elemental absorbs some of it into its own form and heals for 2d8 HP (this includes other elementals of lesser rank or less HP, including its own spawns) if hit by frost powers instead of taking damage, use the damage that would be inflicted as a percentage chance to change the water elemental into an Ice Elemental with equivalent size & HP |
4d8 Everice | ||||
Second | Denizen | Air Elemental, Elder | Elemental | Pure Elemental | Air Elemental | Elder | yes | Realm (Storms), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Sky, Mountain | 15 | 159+30d8 | 309 | 17 | Huge (Upright) | 4; Crushing Blow 2, Toughness 1, Reach +1 | +18 Hit; 12% Crit. (89+) | +9 Hit; 9% Crit. (92+) | +15 Hit; 11% Crit. (90+) | +16 Hit; 12% Crit. (89+) | AC 16; Armor 0; Dodge 16; Can appear as "thin air" (invisible) at will, where movement and any interaction with physical forms or material would be treated as moderate wind of equal size | Arcane 22; Elemental 26; Natural 25; Holy 22; Demonic 23; Mental 23 | Move 7; Str 12; Agil 14; Stam 13; Int 11; Wis 12; Avd 16; Per 5; Res 11; Init 14; Cha 7 | Elemental Tongue & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Air): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Air Slam x3 (1d12+1d4 physical damage melee attack, cannot be parried/blocked/reversed, if target Armorsaves and fails a Stamina test then apply additional T5 equivalent Wind Effects applied as a choice of: upward attack/uppercut (5" Knock-up), downward attack/slam (knock-down), outward attack/jab (5" knock-back), side-swipe attack/backhand (sideways 5" knock-back) | Instead of attacking, can use its touch to displace loose solid matter (such as dirt or sand) of equal size, temporarily (1rnd) weaken solid matter (remove all dama negation/absorption), or use its touch as Scatter Magic |
Wind Surge (instant, grants 2x movement speed this round and prevents any attacks from Disengaging from Combat, any target touched or moved through is knocked down and Winded if failing a Stamina test where the target has -6 disadvantage) Windshear (T5 Shock, can be used as an instant) Haste (Modify instant, no HP costs if self cast) Gale Force (Amplify instant) Whirlwind (T5 Cone action) Howling Vortex (Blast action) Cyclone (Nova action) Eye of the Storm (Shell action) Binding of Air (T5 Binding action) Gale Winds (Channel action, gain an extra action while channeling) Spawn Elementals (action, once every three rounds, creates 1d6 Air Elemental Spawns that appear 2d8" away in random directions) |
Caster V: Unlimited used of Tier5 Powers Flyer I: 2x movement while flying Immune (Air): Immune to this type of damage and any associated effects Sensitivity (Earth): Incoming damage of this type is doubled Swift Dodge IV: Can choose at will to use Dodge x4 instead of AC, unlimited use |
Immune to Air Sensitive to Earth Damage (2x dam) If touching a natural source of wind (i.e. not including its own wind effects), the air elemental absorbs it into its own form and heals for 2d8 HP (this includes other elementals of lesser rank or less HP, including its own spawns) |
4d8 Aether | ||||
Second | Denizen | Fire Elemental, Elder | Elemental | Pure Elemental | Fire Elemental | Elder | yes | Realm (The Furnace), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Volcanic, Desert | 15 | 147+30d8 | 260 | 15 | Huge (Upright) | 4; Crushing Blow 2, Toughness 1, Reach +1 | +12 Hit; 10% Crit. (91+); -1 Damage | +10 Hit; 10% Crit. (91+) | +14 Hit; 11% Crit. (90+) | +14 Hit; 11% Crit. (90+) | AC 4; Armor 0; Dodge 4; Can appear as regular flame (of appropriate size) at will | Arcane 20; Elemental 24; Natural 22; Holy 32; Demonic 26; Mental 20 | Move 6; Str 5; Agil 8; Stam 12; Int 10; Wis 10; Avd 4; Per 6; Res 16; Init 8; Cha 7 | Elemental Tongue & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense III: Can sense differences in heat within physical substance at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Fire Slam (1d10+4d6 Fire damage melee attack, cannot be parried/blocked/reversed) | Scorching Heat (passive Aura IV anything the elemental touches, either by moving through or being within 3" of base contact, takes 1d12 fire damage if failing Elemental resist) alternately instead of dealing damage, Scorching Heat can be used as an action to dry up natural water or moisture of equal size or counts as Melt Magic |
Flame Surge (instant, grants 2x movement speed in 3 dimensions this round and adds +6 damage to scorching heat) Ignite (T5 DOT instant) Fire Bomb (T5 Bomb instant) Fireball (T5 Blast action, can use on targets in base contact) Rain of Fire (Storm action) Everflame (Transmute action) Spawn Elementals (action, once every three rounds, creates 1d6 Fire Elemental Spawns that appear 2d8" away in random directions) |
Caster V: Unlimited used of Tier5 Powers Aura III: Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Immune (Fire): Immune to this type of damage and any associated effects Sensitivity (Water): Incoming damage of this type is doubled |
Immune to Fire Sensitive to Water/Frost Damage (2x dam) If touching another source of flame that is smaller or weaker that itself (not included fires it was responsible for setting), the fire elemental absorbs it into its own form and heals for 2d8 HP (this includes other elementals of lesser rank or less HP, including its own spawns)) |
4d8 Brimstone | ||||
Second | Denizen | Water Elemental, Greater | Elemental | Pure Elemental | Water Elemental | Greater | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Fresh Water, Salt Water | 10 | 72+10d12 | 168 | 12 | Large (Upright) | 2 | +12 Hit; 9% Crit. (92+) | +6 Hit; 7% Crit. (94+) | +10 Hit; 9% Crit. (92+) | +9 Hit; 8% Crit. (93+) | AC 15; Armor 0; Dodge 15; Can appear as regular water (of appropriate size) at will | Arcane 22; Elemental 24; Natural 22; Holy 32; Demonic 26; Mental 21 | Move 6; Str 14; Agil 13; Stam 12; Int 11; Wis 10; Avd 15; Per 7; Res 16; Init 11; Cha 10 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Water): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Water Slam x2 (2d8 Water damage melee attack, both can be used as off-hand attacks after casting as an action, cannot be parried, can Imbue both with T4 Undertow as an instant) | Instead of attacking, can use its touch to extinguish a non-magical flame of equal size or use its touch as Douse Magic |
Turbulent Wake (instant, when swimming can choose to trigger T4 Turbulent Waters around itself) Waterlog (Hex instant) The Bends (T4 DOT insant) Deluge (Cone action) Forking Stream (Multi action) Healing Stream (T4 Healing action) Spawn Elementals (action, once every three rounds, creates 1d4 Water Elemental Spawns that appear 2d8" away in random directions) |
Caster IV: Unlimited used of Tier4 Powers Swimmer II: 3x movement while in water Immune (Water): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Swift Dodge III: Can choose at will to use Dodge x3 instead of AC, unlimited use |
Immune to Water/Frost Sensitive to Fire/Heat Damage (2x dam) If touching another source of water of the same type (i.e. fresh vs. salt water), the water elemental absorbs some of it into its own form and heals for 1d12 HP (this includes other elementals of lesser rank or less HP, including its own spawns) if hit by frost powers instead of taking damage, use the damage that would be inflicted as a percentage chance to change the water elemental into an Ice Elemental with equivalent size & HP |
3d6 Everice | ||||
Second | Denizen | Earth Elemental, Greater | Elemental | Pure Elemental | Earth Elemental | Greater | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Subterranean, Hill | 10 | 108+10d12 | 161 | 12 | Large (Upright) | 2 | +5 Hit; 7% Crit. (94+); +2 Damage | +3 Hit; 6% Crit. (95+) | +9 Hit; 8% Crit. (93+) | +10 Hit; 9% Crit. (92+) | AC 45; Armor 42; Dodge 3; Can appear as regular stone (of appropriate size) at will | Arcane 20; Elemental 36; Natural 29; Holy 36; Demonic 29; Mental 21 | Move 5; Str 18; Agil 6; Stam 18; Int 10; Wis 11; Avd 3; Per 4; Res 18; Init 7; Cha 6 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Earth): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Stone x6 | Earth Slam (3d12+6 Earth damage melee attack, 50% Overpowering, 50% Stun) OR Stomp (3d6+3 Earth damage in 3" radius, Knock-Down if targets fail a Stam stat roll-off) | Instead of attacking, can use its touch to block the effects of natural wind, temporarily (1 rnd) remove all air from an area of equal size, or use its touch as Smother Magic |
Earth Glide (instant, can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence) Weaken (T4 Modify instant) Earth Bind (T4 Burst action) Earth Pummel (Mainhand Strike action) Tremor (Shock action, can be used as an off-hand attack following an Earth Pummel+Slam) Spawn Elementals (action, once every three rounds, creates 1d4 Earth Elemental Spawns that appear 2d8" away in random directions) |
Caster IV: Unlimited used of Tier4 Powers Toughness I: Negates all incoming damage by 1 Hardened (Physical): Incoming damage of this type is reduced by half Immune (Earth): Immune to this type of damage and any associated effects Sensitivity (Air): Incoming damage of this type is doubled Immovable: Immune to knockdown, knockback, or knockup effects Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Immune to Earth Hardened to Physical Damage (50%) even if enchanted Sensitive to Air Damage (2x dam) If touching another source of loose stone or gravel that is smaller or weaker that itself, the Earth elemental absorbs it into its own form and heals for 1d12 HP (this includes other elementals of lesser rank or less HP, including its own spawns) |
3d6 Thaumatite Ore | |||
Second | Denizen | Air Elemental, Greater | Elemental | Pure Elemental | Air Elemental | Greater | yes | Realm (Storms), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Sky, Mountain | 10 | 66+10d12 | 153 | 11 | Large (Upright) | 2 | +14 Hit; 10% Crit. (91+) | +4 Hit; 7% Crit. (94+) | +8 Hit; 8% Crit. (93+) | +9 Hit; 8% Crit. (93+) | AC 16; Armor 0; Dodge 16; Can appear as "thin air" (invisible) at will, where movement and any interaction with physical forms or material would be treated as moderate wind of equal size | Arcane 18; Elemental 22; Natural 21; Holy 18; Demonic 19; Mental 19 | Move 6; Str 11; Agil 15; Stam 11; Int 9; Wis 10; Avd 16; Per 5; Res 9; Init 13; Cha 6 | Elemental Tongue & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Air): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Air Slam x3 (1d12 physical damage melee attack, cannot be parried/blocked/reversed, if target Armorsaves and fails a Stamina test then apply additional T4 equivalent Wind Effects applied as a choice of: upward attack/uppercut (4" Knock-up), downward attack/slam (knock-down), outward attack/jab (4" knock-back), side-swipe attack/backhand (sideways 4" knock-back) | Instead of attacking, can use its touch to displace loose solid matter (such as dirt or sand) of equal size, temporarily (1rnd) weaken solid matter (remove all dama negation/absorption), or use its touch as Scatter Magic |
Wind Surge (instant, grants 2x movement speed this round and prevents any attacks from Disengaging from Combat, any target touched or moved through is knocked down and Winded if failing a Stamina test where the target has -4 disadvantage) Windshear (T4 Shock, can be used as an instant) Gale Force (Amplify instant) Whirlwind (T4 Cone action) Howling Vortex (Blast action) Binding of Air (T4 Binding action) Gale Winds (Channel action, gain an extra action while channeling) Spawn Elementals (action, once every three rounds, creates 1d4 Air Elemental Spawns that appear 2d8" away in random directions) |
Caster IV: Unlimited used of Tier4 Powers Flyer I: 2x movement while flying Immune (Air): Immune to this type of damage and any associated effects Sensitivity (Earth): Incoming damage of this type is doubled Swift Dodge III: Can choose at will to use Dodge x3 instead of AC, unlimited use |
Immune to Air Sensitive to Earth Damage (2x dam) If touching a natural source of wind (i.e. not including its own wind effects), the air elemental absorbs it into its own form and heals for 1d12 HP (this includes other elementals of lesser rank or less HP, including its own spawns) |
3d6 Aether | ||||
Second | Denizen | Fire Elemental, Greater | Elemental | Pure Elemental | Fire Elemental | Greater | yes | Realm (The Furnace), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Volcanic, Desert | 10 | 60+10d12 | 133 | 11 | Large (Upright) | 2 | +9 Hit; 8% Crit. (93+); -1 Damage | +5 Hit; 7% Crit. (94+) | +7 Hit; 8% Crit. (93+) | +7 Hit; 8% Crit. (93+) | AC 6; Armor 0; Dodge 6; Can appear as regular flame (of appropriate size) at will | Arcane 16; Elemental 20; Natural 18; Holy 26; Demonic 21; Mental 16 | Move 5; Str 5; Agil 10; Stam 10; Int 8; Wis 8; Avd 6; Per 6; Res 13; Init 9; Cha 6 | Elemental Tongue & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense II: Can sense differences in heat within physical substance at a range (in table top inches) equal to 2x Perception with +5 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Fire Slam (1d10+3d6 Fire damage melee attack, cannot be parried/blocked/reversed) | Scorching Heat (passive Aura III anything the elemental touches, either by moving through or being within 2" of base contact, takes 1d10 fire damage if failing Elemental resist) alternately instead of dealing damage, Scorching Heat can be used as an action to dry up natural water or moisture of equal size or counts as Melt Magic |
Flame Surge (instant, grants 2x movement speed in 3 dimensions this round and adds +5 damage to scorching heat) Fire Bomb (T4 Bomb instant) Fireball (T4 Blast action, can use on targets in base contact) Everflame (Transmute action) Spawn Elementals (action, once every three rounds, creates 1d4 Fire Elemental Spawns that appear 2d8" away in random directions) |
Caster IV: Unlimited used of Tier4 Powers Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Immune (Fire): Immune to this type of damage and any associated effects Sensitivity (Water): Incoming damage of this type is doubled |
Immune to Fire Sensitive to Water/Frost Damage (2x dam) If touching another source of flame that is smaller or weaker that itself (not included fires it was responsible for setting), the fire elemental absorbs it into its own form and heals for 1d12 HP (this includes other elementals of lesser rank or less HP, including its own spawns) |
3d6 Brimstone | ||||
Second | Denizen | Earth Elemental | Elemental | Pure Elemental | Earth Elemental | Middling | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Subterranean, Hill | 7 | 72+7d10 | 92 | 9 | Medium (Upright) | 0 | +4 Hit; 6% Crit. (95+); +1 Damage | 0 Hit; 5% Crit. (96+) | +4 Hit; 6% Crit. (95+) | +5 Hit; 7% Crit. (94+) | AC 39; Armor 35; Dodge 4; Can appear as regular stone (of appropriate size) at will | Arcane 16; Elemental 32; Natural 25; Holy 32; Demonic 25; Mental 17 | Move 4; Str 17; Agil 8; Stam 16; Int 8; Wis 9; Avd 4; Per 4; Res 16; Init 8; Cha 5 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Earth): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Stone x5 | Earth Slam (3d12+6 Earth damage melee attack, 40% Overpowering, 40% Stun) OR Stomp (3d6+3 Earth damage in 2" radius, Knock-Down if targets fail a Stam stat roll-off) | Instead of attacking, can use its touch to block the effects of natural wind, temporarily (1 rnd) remove all air from an area of equal size, or use its touch as Smother Magic |
Earth Glide (instant, can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence) Weaken (T3 Modify instant) Earth Bind (T3 Burst action) Tremor (Shock action, can be used as an off-hand attack following a Slam) |
Caster III: Unlimited used of Tier3 Powers Toughness I: Negates all incoming damage by 1 Hardened (Physical): Incoming damage of this type is reduced by half Immune (Earth): Immune to this type of damage and any associated effects Sensitivity (Air): Incoming damage of this type is doubled Immovable: Immune to knockdown, knockback, or knockup effects Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Immune to Earth Hardened to Physical Damage (50%) even if enchanted Sensitive to Air Damage (2x dam) If touching another source of loose stone or gravel that is smaller or weaker that itself, the Earth elemental absorbs it into its own form and heals for 1d10 HP (this includes other elementals of lesser rank or less HP) |
2d6 Thaumatite Ore | |||
Second | Denizen | Water Elemental | Elemental | Pure Elemental | Water Elemental | Middling | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Fresh Water, Salt Water | 7 | 45+7d10 | 90 | 8 | Medium (Upright) | 0 | +10 Hit; 8% Crit. (93+) | +3 Hit; 6% Crit. (95+) | +5 Hit; 7% Crit. (94+) | +4 Hit; 6% Crit. (95+) | AC 15; Armor 0; Dodge 15; Can appear as regular water (of appropriate size) at will | Arcane 18; Elemental 20; Natural 18; Holy 26; Demonic 21; Mental 17 | Move 5; Str 12; Agil 14; Stam 10; Int 9; Wis 8; Avd 15; Per 7; Res 13; Init 12; Cha 9 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Water): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Water Slam x2 (2d6 Water damage melee attack, both can be used as off-hand attacks after casting as an action, cannot be parried, can Imbue both with T3 Undertow as an instant) | Instead of attacking, can use its touch to extinguish a non-magical flame of equal size or use its touch as Douse Magic |
Turbulent Wake (instant, when swimming can choose to trigger T3 Turbulent Waters around itself) Waterlog (Hex insant) Deluge (Cone action) Riptide (Beam action) Healing Stream (T3 Healing action) |
Caster III: Unlimited used of Tier3 Powers Swimmer II: 3x movement while in water Immune (Water): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Swift Dodge III: Can choose at will to use Dodge x3 instead of AC, unlimited use |
Immune to Water/Frost Sensitive to Fire/Heat Damage (2x dam) If touching another source of water of the same type (i.e. fresh vs. salt water), the water elemental absorbs some of it into its own form and heals for 1d10 HP (this includes other elementals of lesser rank or less HP) if hit by frost powers instead of taking damage, use the damage that would be inflicted as a percentage chance to change the water elemental into an Ice Elemental with equivalent size & HP |
2d6 Everice | ||||
Second | Denizen | Fire Elemental | Elemental | Pure Elemental | Fire Elemental | Middling | yes | Realm (The Furnace), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Volcanic, Desert | 7 | 36+7d10 | 75 | 8 | Medium (Upright) | 0 | +8 Hit; 8% Crit. (93+); -1 Damage | +2 Hit; 6% Crit. (95+) | +2 Hit; 6% Crit. (95+) | +2 Hit; 6% Crit. (95+) | AC 8; Armor 0; Dodge 8; Can appear as regular flame (of appropriate size) at will | Arcane 12; Elemental 16; Natural 14; Holy 20; Demonic 16; Mental 12 | Move 4; Str 5; Agil 12; Stam 8; Int 6; Wis 6; Avd 8; Per 6; Res 10; Init 10; Cha 5 | Elemental Tongue & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense II: Can sense differences in heat within physical substance at a range (in table top inches) equal to 2x Perception with +5 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Fire Slam (1d10+2d6 Fire damage melee attack, cannot be parried/blocked/reversed) | Scorching Heat (passive Aura II anything the elemental touches, either by moving through or within 1" of base contact, takes 1d8 fire damage if failing Elemental resist) alternately instead of dealing damage, Scorching Heat can be used as an action to dry up natural water or moisture of equal size or counts as Melt Magic |
Flame Surge (instant, grants 2x movement speed in 3 dimensions this round and adds +4 damage to scorching heat) Fire Bomb (T3 Bomb instant) Fireball (T3 Blast action, can use on targets in base contact) Everflame (Transmute action) |
Caster III: Unlimited used of Tier3 Powers Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Immune (Fire): Immune to this type of damage and any associated effects Sensitivity (Water): Incoming damage of this type is doubled |
Immune to Fire Sensitive to Water/Frost Damage (2x dam) If touching another source of flame that is smaller or weaker that itself (not included fires it was responsible for setting), the fire elemental absorbs it into its own form and heals for 1d10 HP (this includes other elementals of lesser rank or less HP) |
2d6 Brimstone | ||||
Second | Denizen | Air Elemental | Elemental | Pure Elemental | Air Elemental | Middling | yes | Realm (Storms), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Sky, Mountain | 7 | 41+7d10 | 76 | 8 | Medium (Upright) | 0 | +12 Hit; 9% Crit. (92+) | +1 Hit; 5% Crit. (96+) | +3 Hit; 6% Crit. (95+) | +4 Hit; 6% Crit. (95+) | AC 16; Armor 0; Dodge 16; Can appear as "thin air" (invisible) at will, where movement and any interaction with physical forms or material would be treated as moderate wind of equal size | Arcane 14; Elemental 18; Natural 17; Holy 14; Demonic 15; Mental 15 | Move 5; Str 10; Agil 16; Stam 9; Int 7; Wis 8; Avd 16; Per 5; Res 7; Init 12; Cha 5 | Elemental Tongue & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Air): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Air Slam x2 (1d10 physical damage melee attack, cannot be parried/blocked/reversed, if target Armorsaves and fails a Stamina test then apply additional T3 equivalent Wind Effects applied as a choice of: upward attack/uppercut (3" Knock-up), downward attack/slam (knock-down), outward attack/jab (3" knock-back), side-swipe attack/backhand (sideways 3" knock-back) | Instead of attacking, can use its touch to displace loose solid matter (such as dirt or sand) of equal size, temporarily (1rnd) weaken solid matter (remove all dama negation/absorption), or use its touch as Scatter Magic |
Wind Surge (instant, grants 2x movement speed this round and prevents any attacks from Disengaging from Combat, any target touched or moved through is knocked down and Winded if failing a Stamina test where the target has -2 disadvantage) Windshear (T3 Shock, can be used as an instant) Whirlwind (T3 Cone action) Aerobeam (Beam action) Binding of Air (T3 Binding action) |
Caster III: Unlimited used of Tier3 Powers Flyer I: 2x movement while flying Immune (Air): Immune to this type of damage and any associated effects Sensitivity (Earth): Incoming damage of this type is doubled Swift Dodge III: Can choose at will to use Dodge x3 instead of AC, unlimited use |
Immune to Air Sensitive to Earth Damage (2x dam) If touching a natural source of wind (i.e. not including its own wind effects), the air elemental absorbs it into its own form and heals for 1d10 HP (this includes other elementals of lesser rank or less HP) |
2d6 Aether | ||||
Second | Denizen | Invisible Stalker, Lesser | Elemental | Pure Elemental | Invisible Stalker | Lesser | yes | Realm (Storms), Alignment (Evil), Polarity (Chaos) | Extra Planar | Sky, Mountain | 4 | 21+4d10 | 38 | 5 | Medium (Upright) | 0 | +10 Hit; 8% Crit. (93+) | +8 Hit; 7% Crit. (94+) | +3 Hit; 5% Crit. (96+) | +5 Hit; 6% Crit. (95+) | AC 16; Armor 0; Dodge 16 | Arcane 20; Elemental 14; Natural 19; Holy 20; Demonic 22; Mental 22 | Move 4; Str 12; Agil 17; Stam 7; Int 10; Wis 12; Avd 16; Per 15; Res 10; Init 12; Cha 3 | Elemental Tongue, Auran & can also understand Common but not speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Air): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Air Slash x2 (1d10+2 physical damage melee attack, cannot be parried/blocked/reversed unless weapon is rune crafted and/or enchanted, if grappling does not reduce number of attacks) | Instead of attacking, can use its touch to displace loose solid matter (such as dirt or sand) of equal size, temporarily (1rnd) weaken solid matter (remove all damage negation/absorption) |
Wind Surge (instant, grants 2x movement speed this round and prevents any attacks from Disengaging from Combat, any target touched or moved through is knocked down and Winded if failing a Stamina test) Locate Quarry (instant, automatically locates a target they are tracking, works across any distance provided they are in the same Realm/plane of existence) |
Flyer I: 2x movement while flying Invisibility, True: completely invisible in its natural form, treat as permanently hidden and undetectable for combat purposes, movements and actions can only be detected by secondary means (i.e. environmental displacement, feeling, side-effects), spells or abilties that see through invisibility reveal only a vague outline Grapple: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break Immune (Air): Immune to this type of damage and any associated effects Sensitivity (Earth): Incoming damage of this type is doubled Swift Dodge II: Can choose at will to use Dodge x2 instead of AC, unlimited use Relentless II: Gain '+6 Advantage on all Resovle tests while pursuing a specific task or objective |
Immune to Air Sensitive to Earth Damage (2x dam) Cannot speak but understands both the Elemental and Common tongue |
1d6 Aether | Invisible Stalkers are malevolent creatures comprised of pure elemental air that are native to the Realm of Storms. They have a deep hatred of anything with physical form and can be readily convinced to hunt down and slay a particular creture provided it has substance. Their innate ability to locate and track their quarry makes them extremely useful as bound servants for retrieving objects or artefacts. However, when a mortal spirit user attempts to do so their is signficant risk for if the binding should ever fail, the Invisible Stalker would will stop at nothign to murder them. When tracking something, whether of their own accord or compelled by someone else, they possess a single minded focus and will not be easily turned from their task. | |||
Second | Denizen | Earth Elemental, Lesser | Elemental | Pure Elemental | Earth Elemental | Lesser | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Subterranean, Hill | 4 | 42+4d8 | 38 | 5 | Small (Upright) | -2 | +3 Hit; 5% Crit. (96+); +1 Damage | -3 Hit; 3% Crit. (98+) | -1 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | AC 33; Armor 28; Dodge 5; Can appear as regular stone (of appropriate size) at will | Arcane 12; Elemental 28; Natural 21; Holy 28; Demonic 21; Mental 13 | Move 3; Str 16; Agil 10; Stam 14; Int 6; Wis 7; Avd 5; Per 4; Res 14; Init 6; Cha 4 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Earth): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Stone x4 | Earth Slam (2d12+8 Earth damage melee attack, 30% Overpowering, 30% Stun) OR Stomp (1d12+2 Earth damage in 1" radius, Knock-Down if targets fail a Stam stat roll-off) | Instead of attacking, can use its touch to block the effects of natural wind, temporarily (1 rnd) remove all air from an area of equal size, or use its touch as Smother Magic |
Earth Glide (instant, can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence) Weaken (T2 Modify instant) Earth Bind (T2 Burst action) |
Caster II: Unlimited used of Tier2 Powers Hardened (Physical): Incoming damage of this type is reduced by half Immune (Earth): Immune to this type of damage and any associated effects Sensitivity (Air): Incoming damage of this type is doubled Immovable: Immune to knockdown, knockback, or knockup effects Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Immune to Earth Hardened to Physical Damage (50%) even if enchanted Sensitive to Air Damage (2x dam) If touching another source of loose stone or gravel that is smaller or weaker that itself, the Earth elemental absorbs it into its own form and heals for 1d8 HP (this includes other elementals of lesser rank or less HP) |
1d6 Thaumatite Ore | |||
Second | Denizen | Water Elemental, Lesser | Elemental | Pure Elemental | Water Elemental | Lesser | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Fresh Water, Salt Water | 4 | 24+4d8 | 37 | 5 | Small (Upright) | -2 | +8 Hit; 7% Crit. (94+) | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | AC 15; Armor 0; Dodge 15; Can appear as regular water (of appropriate size) at will | Arcane 14; Elemental 16; Natural 14; Holy 20; Demonic 16; Mental 13 | Move 4; Str 10; Agil 15; Stam 8; Int 7; Wis 6; Avd 15; Per 7; Res 10; Init 11; Cha 8 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Water): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Water Slam (2d4 Water damage melee attack, can be used as an off-hand atttack after casting as an action, cannot be parried, can Imbue with T2 Undertow as an instant) | Instead of attacking, can use its touch to extinguish a non-magical flame of equal size or use its touch as Douse Magic |
Turbulent Wake (instant, when swimming can choose to trigger T2 Turbulent Waters around itself) Tidal Shot (Shot action, can use on targets in base contact) Healing Stream (T2 Healing action) |
Caster II: Unlimited used of Tier2 Powers Swimmer II: 3x movement while in water Immune (Water): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Swift Dodge II: Can choose at will to use Dodge x2 instead of AC, unlimited use |
Immune to Water/Frost Sensitive to Fire/Heat Damage (2x dam) If touching another source of water of the same type (i.e. fresh vs. salt water), the water elemental absorbs some of it into its own form and heals for 1d8 HP (this includes other elementals of lesser rank or less HP) if hit by frost powers instead of taking damage, use the damage that would be inflicted as a percentage chance to change the water elemental into an Ice Elemental with equivalent size & HP |
1d6 Everice | ||||
Second | Denizen | Air Elemental, Lesser | Elemental | Pure Elemental | Air Elemental | Lesser | yes | Realm (Storms), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Sky, Mountain | 4 | 21+4d8 | 31 | 5 | Small (Upright) | -2 | +10 Hit; 8% Crit. (93+) | -2 Hit; 4% Crit. (97+) | -2 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | AC 16; Armor 0; Dodge 16; Can appear as "thin air" (invisible) at will, where movement and any interaction with physical forms or material would be treated as moderate wind of equal size | Arcane 10; Elemental 14; Natural 13; Holy 10; Demonic 11; Mental 11 | Move 4; Str 9; Agil 17; Stam 7; Int 5; Wis 6; Avd 16; Per 5; Res 5; Init 11; Cha 4 | Elemental Tongue & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Air): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Air Slam (1d8 physical damage melee attack, cannot be parried/blocked/reversed, if target Armorsaves and fails a Stamina test then apply additional T2 equivalent Wind Effects applied as a choice of: upward attack/uppercut (2" Knock-up), downward attack/slam (knock-down), outward attack/jab (2" knock-back), side-swipe attack/backhand (sideways 2" knock-back) | Instead of attacking, can use its touch to displace loose solid matter (such as dirt or sand) of equal size, temporarily (1rnd) weaken solid matter (remove all dama negation/absorption), or use its touch as Scatter Magic |
Wind Surge (instant, grants 2x movement speed this round and prevents any attacks from Disengaging from Combat, any target touched or moved through is knocked down and Winded if failing a Stamina test) Windshear (T2 Shock, can be used as an instant) Whirlwind (T2 Cone action) Aerobolt (Missile action) |
Caster II: Unlimited used of Tier2 Powers Flyer I: 2x movement while flying Immune (Air): Immune to this type of damage and any associated effects Sensitivity (Earth): Incoming damage of this type is doubled Swift Dodge II: Can choose at will to use Dodge x2 instead of AC, unlimited use |
Immune to Air Sensitive to Earth Damage (2x dam) If touching a natural source of wind (i.e. not including its own wind effects), the air elemental absorbs it into its own form and heals for 1d8 HP (this includes other elementals of lesser rank or less HP) |
1d6 Aether | ||||
Second | Denizen | Fire Elemental, Lesser | Elemental | Pure Elemental | Fire Elemental | Lesser | yes | Realm (The Furnace), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Volcanic, Desert | 4 | 18+4d8 | 29 | 4 | Small (Upright) | -2 | +7 Hit; 7% Crit. (94+); -1 Damage | -1 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -3 Hit; 3% Crit. (98+) | AC 10; Armor 0; Dodge 10; Can appear as regular flame (of appropriate size) at will | Arcane 8; Elemental 12; Natural 10; Holy 14; Demonic 11; Mental 8 | Move 3; Str 5; Agil 14; Stam 6; Int 4; Wis 4; Avd 10; Per 6; Res 7; Init 9; Cha 4 | Elemental Tongue & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense I: Can sense differences in heat within physical substance at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Fire Slam (1d10+1d6 Fire damage melee attack, cannot be parried/blocked/reversed) | Scorching Heat (passive Aura II anything the elemental touches, either by moving through or within 1" of base contact, takes 1d6 fire damage if failing Elemental resist) alternately instead of dealing damage, Scorching Heat can be used as an action to dry up natural water or moisture of equal size or counts as Melt Magic |
Flame Surge (instant, grants 2x movement speed in 3 dimensions this round and adds +3 damage to scorching heat) Fireball (T2 Blast action, can use on targets in base contact) |
Caster II: Unlimited used of Tier2 Powers Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Immune (Fire): Immune to this type of damage and any associated effects Sensitivity (Water): Incoming damage of this type is doubled |
Immune to Fire Sensitive to Water/Frost Damage (2x dam) If touching another source of flame that is smaller or weaker that itself (not included fires it was responsible for setting), the fire elemental absorbs it into its own form and heals for 1d8 HP (this includes other elementals of lesser rank or less HP) |
1d6 Brimstone | ||||
Second | Denizen | Water Elemental, Spawn | Elemental | Pure Elemental | Water Elemental | Spawn | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Fresh Water, Salt Water | 2 | 9+2d6 | 13 | 3 | Tiny (Upright) | -4 | +7 Hit; 6% Crit. (95+) | -2 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | -5 Hit; 2% Crit. (99+) | AC 15; Armor 0; Dodge 15; Can appear as regular water (of appropriate size) at will | Arcane 10; Elemental 12; Natural 10; Holy 14; Demonic 11; Mental 9 | Move 3; Str 8; Agil 16; Stam 6; Int 5; Wis 4; Avd 15; Per 7; Res 7; Init 10; Cha 7 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Water): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Water Slam (1d6 Water damage melee attack, can be used as an off-hand attack after casting as an action, cannot be parried, can Imbue with T1 Undertow as an instant) | Instead of attacking, can use its touch to extinguish a non-magical flame of equal size or use its touch as Douse Magic |
Turbulent Wake (instant, when swimming can choose to trigger T1 Turbulent Waters around itself) Water Jet (Missile action, can use on targets in base contact) Healing Stream (T1 Healing Action) |
Caster I: Unlimited used of Tier1 Powers Swimmer II: 3x movement while in water Immune (Water): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Swift Dodge II: Can choose at will to use Dodge x2 instead of AC, unlimited use |
Immune to Water/Frost Sensitive to Fire/Heat Damage (2x dam) If touching another source of water of the same type (i.e. fresh vs. salt water), the water elemental absorbs some of it into its own form and heals for 1d6 HP (this includes other elementals of lesser rank or less HP) if hit by frost powers instead of taking damage, use the damage that would be inflicted as a percentage chance to change the water elemental into an Ice Elemental with equivalent size & HP |
1d4 Everice | ||||
Second | Denizen | Earth Elemental, Spawn | Elemental | Pure Elemental | Earth Elemental | Spawn | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Subterranean, Hill | 2 | 18+2d6 | 13 | 3 | Tiny (Upright) | -4 | +3 Hit; 5% Crit. (96+); +1 Damage | -5 Hit; 2% Crit. (99+) | -5 Hit; 2% Crit. (99+) | -4 Hit; 3% Crit. (98+) | AC 20; Armor 14; Dodge 6; Can appear as regular stone (of appropriate size) at will | Arcane 8; Elemental 24; Natural 17; Holy 24; Demonic 17; Mental 9 | Move 2; Str 15; Agil 12; Stam 12; Int 4; Wis 5; Avd 6; Per 4; Res 12; Init 4; Cha 3 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Earth): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Stone x2 | Earth Slam (2d8 Earth damage melee attack, 20% Overpowering, 20% Stun) OR Stomp (1d8 Earth damage to targets in base contact, Knock-Down if targets fail a Stam stat roll-off) | Instead of attacking, can use its touch to block the effects of natural wind, temporarily (1 rnd) remove all air from an area of equal size, or use its touch as Smother Magic |
Earth Glide (instant, can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence) Earth Bind (T1 Burst Action) |
Caster I: Unlimited used of Tier1 Powers Hardened (Physical): Incoming damage of this type is reduced by half Immune (Earth): Immune to this type of damage and any associated effects Sensitivity (Air): Incoming damage of this type is doubled Immovable: Immune to knockdown, knockback, or knockup effects |
Immune to Earth Hardened to Physical Damage (50%) even if enchanted Sensitive to Air Damage (2x dam) If touching another source of loose stone or gravel that is smaller or weaker that itself, the Earth elemental absorbs it into its own form and heals for 1d6 HP (this includes other elementals of lesser rank or less HP) |
1d4 Thaumatite Ore | |||
Second | Denizen | Air Elemental, Spawn | Elemental | Pure Elemental | Air Elemental | Spawn | yes | Realm (Storms), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Sky, Mountain | 2 | 8+2d6 | 11 | 2 | Tiny (Upright) | -4 | +9 Hit; 7% Crit. (94+) | -4 Hit; 3% Crit. (98+) | -6 Hit; 2% Crit. (99+) | -5 Hit; 2% Crit. (99+) | AC 16; Armor 0; Dodge 16; Can appear as "thin air" (invisible) at will, where movement and any interaction with physical forms or material would be treated as moderate wind of equal size | Arcane 6; Elemental 10; Natural 9; Holy 6; Demonic 7; Mental 7 | Move 3; Str 8; Agil 18; Stam 5; Int 3; Wis 4; Avd 16; Per 5; Res 3; Init 10; Cha 3 | Elemental Tongue & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Air): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Air Slam (1d6 physical damage melee attack, cannot be parried/blocked/reversed, if target Armorsaves and fails a Stamina test then apply additional T1 equivalent Wind Effects applied as a choice of: upward attack/uppercut (1" Knock-up), downward attack/slam (knock-down), outward attack/jab (1" knock-back), side-swipe attack/backhand (sideways 1" knock-back) | Instead of attacking, can use its touch to displace loose solid matter (such as dirt or sand) of equal size, temporarily (1rnd) weaken solid matter (remove all dama negation/absorption), or use its touch as Scatter Magic |
Wind Surge (instant, grants 2x movement speed this round and prevents any attacks from Disengaging from Combat, any target touched or moved through is knocked down and Winded if failing a Stamina test where the target has +2 advantage) Windshear (T1 Shock, can be used as an instant) Whirlwind (T1 Cone action) |
Caster I: Unlimited used of Tier1 Powers Flyer I: 2x movement while flying Immune (Air): Immune to this type of damage and any associated effects Sensitivity (Earth): Incoming damage of this type is doubled Swift Dodge II: Can choose at will to use Dodge x2 instead of AC, unlimited use |
Immune to Air Sensitive to Earth Damage (2x dam) If touching a natural source of wind (i.e. not including its own wind effects), the air elemental absorbs it into its own form and heals for 1d6 HP (this includes other elementals of lesser rank or less HP) |
1d4 Aether | ||||
Second | Denizen | Fire Elemental, Spawn | Elemental | Pure Elemental | Fire Elemental | Spawn | yes | Realm (The Furnace), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Volcanic, Desert | 2 | 6+2d6 | 10 | 2 | Tiny (Upright) | -4 | +7 Hit; 6% Crit. (95+); -1 Damage | -3 Hit; 3% Crit. (98+) | -7 Hit; 2% Crit. (99+) | -7 Hit; 2% Crit. (99+) | AC 12; Armor 0; Dodge 12; Can appear as regular flame (of appropriate size) at will | Arcane 4; Elemental 8; Natural 6; Holy 8; Demonic 6; Mental 4 | Move 2; Str 5; Agil 16; Stam 4; Int 2; Wis 2; Avd 12; Per 6; Res 4; Init 8; Cha 3 | Elemental Tongue & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense I: Can sense differences in heat within physical substance at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Fire Slam (1d10 Fire damage melee attack, cannot be parried/blocked/reversed) | Scorching Heat (passive Aura I anything the elemental touches, either by moving through or being in base contact with, takes 1d4 fire damage if failing Elemental resist) alternately instead of dealing damage, Scorching Heat can be used as an action to dry up natural water or moisture of equal size or counts as Melt Magic |
Flame Surge (instant, grants 2x movement speed in 3 dimensions this round and adds +2 damage to scorching heat) Flame Lance (Missile action, can use on targets in base contact) |
Caster I: Unlimited used of Tier1 Powers Aura 0: Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive Immune (Fire): Immune to this type of damage and any associated effects Sensitivity (Water): Incoming damage of this type is doubled |
Immune to Fire Sensitive to Water/Frost Damage (2x dam) If touching another source of flame that is smaller or weaker that itself (not included fires it was responsible for setting), the fire elemental absorbs it into its own form and heals for 1d6 HP (this includes other elementals of lesser rank or less HP) |
1d4 Brimstone | ||||
Second | Denizen | Earth Elemental, Shard | Elemental | Pure Elemental | Earth Elemental | Mote | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Subterranean, Hill | 1 | 11+1d4 | 2 | 0 | Diminutive (Upright) | -8 | +4 Hit; 5% Crit. (96+) | -6 Hit; 2% Crit. (99+) | -8 Hit; 1% Crit. (100+) | -7 Hit; 2% Crit. (99+) | AC 14; Armor 7; Dodge 7; Can appear as regular stone (of appropriate size) at will | Arcane 4; Elemental 20; Natural 13; Holy 20; Demonic 13; Mental 5 | Move 1; Str 14; Agil 14; Stam 10; Int 2; Wis 3; Avd 7; Per 4; Res 10; Init 2; Cha 2 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Earth): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Stone x1 | Earth Slam (1d4 Earth damage melee attack, 10% Overpowering, 10% Stun) | Instead of attacking, can use its touch to block the effects of natural wind, temporarily (1 rnd) remove all air from an area of equal size, or use its touch as Smother Magic |
Earth Glide (instant, can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence) Elemental Cantrip (Burst action, range 15", 1d4 Earth damage) |
Caster 0: Unlimited used of Tier0 Powers Hardened (Physical): Incoming damage of this type is reduced by half Immune (Earth): Immune to this type of damage and any associated effects Sensitivity (Air): Incoming damage of this type is doubled Immovable: Immune to knockdown, knockback, or knockup effects Docile: Will typically not attack unless provoked/threatened |
Immune to Earth Hardened to Physical Damage (50%) even if enchanted Sensitive to Air Damage (2x dam) If touching another source of loose stone or gravel that is smaller or weaker that itself, the Earth elemental absorbs it into its own form and heals for 1d4 HP (this includes other elementals of lesser rank or less HP) |
0-1 Thaumatite Ore | |||
Second | Denizen | Water Elemental, Droplet | Elemental | Pure Elemental | Water Elemental | Mote | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Fresh Water, Salt Water | 1 | 5+1d4 | 2 | 0 | Diminutive (Upright) | -8 | +7 Hit; 6% Crit. (95+); -1 Damage | -3 Hit; 3% Crit. (98+) | -7 Hit; 2% Crit. (99+) | -8 Hit; 1% Crit. (100+) | AC 15; Armor 0; Dodge 15; Can appear as regular water (of appropriate size) at will | Arcane 6; Elemental 8; Natural 6; Holy 8; Demonic 6; Mental 5 | Move 2; Str 6; Agil 17; Stam 4; Int 3; Wis 2; Avd 15; Per 7; Res 4; Init 9; Cha 6 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Water): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Water Slam (1d4 Water damage melee attack, cannot be parried) | Instead of attacking, can use its touch to extinguish a non-magical flame of equal size or use its touch as Douse Magic |
Turbulent Wake (instant, when swimming can choose to trigger T0 Turbulent Waters around itself) Elemental Cantrip (Burst action, range 15", 1d4 damage Water Damage) |
Caster 0: Unlimited used of Tier0 Powers Swimmer II: 3x movement while in water Immune (Water): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Swift Dodge I: Can choose at will to use Dodge x1.5 instead of AC, unlimited use Docile: Will typically not attack unless provoked/threatened |
Immune to Water/Frost Sensitive to Fire/Heat Damage (2x dam) If touching another source of water of the same type (i.e. fresh vs. salt water), the water elemental absorbs some of it into its own form and heals for 1d4 HP (this includes other elementals of lesser rank or less HP) if hit by frost powers instead of taking damage, use the damage that would be inflicted as a percentage chance to change the water elemental into an Ice Elemental with equivalent size & HP |
0-1 Everice | ||||
Second | Denizen | Fire Elemental, Spark | Elemental | Pure Elemental | Fire Elemental | Mote | yes | Realm (The Furnace), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Volcanic, Desert | 1 | 2+1d4 | 2 | 0 | Diminutive (Upright) | -8 | +8 Hit; 7% Crit. (94+); -1 Damage | -4 Hit; 3% Crit. (98+) | -9 Hit; 1% Crit. (100+) | -9 Hit; 1% Crit. (100+) | AC 14; Armor 0; Dodge 14; Can appear as regular flame (of appropriate size) at will | Arcane 2; Elemental 4; Natural 3; Holy 2; Demonic 2; Mental 2 | Move 1; Str 5; Agil 18; Stam 2; Int 1; Wis 1; Avd 14; Per 6; Res 1; Init 7; Cha 2 | Elemental Tongue & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense I: Can sense differences in heat within physical substance at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Fire Slam (1d4 Fire damage melee attack, cannot be parried/blocked/reversed) | Scorching Heat (passive Aura I anything the elemental touches, either by moving through or being in base contact with, takes 1d2 fire damage if failing Elemental resist) alternately instead of dealing damage, Scorching Heat can be used as an action to dry up natural water or moisture of equal size or counts as Melt Magic |
Flame Surge (instant, grants 2x movement speed in 3 dimensions this round and adds +1 damage to scorching heat) Elemental Cantrip (Burst action, Range 15", 1d4 Fire Damage) |
Caster 0: Unlimited used of Tier0 Powers Aura 0: Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive Immune (Fire): Immune to this type of damage and any associated effects Sensitivity (Water): Incoming damage of this type is doubled |
Immune to Fire Sensitive to Water/Frost Damage (2x dam) If touching another source of flame that is smaller or weaker that itself (not included fires it was responsible for setting), the fire elemental absorbs it into its own form and heals for 1d4 HP (this includes other elementals of lesser rank or less HP) |
0-1 Brimstone | ||||
Second | Denizen | Air Elemental, Vapor | Elemental | Pure Elemental | Air Elemental | Mote | yes | Realm (Storms), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Sky, Mountain | 1 | 3+1d4 | 2 | 0 | Diminutive (Upright) | -8 | +10 Hit; 7% Crit. (94+); -1 Damage | -5 Hit; 2% Crit. (99+) | -9 Hit; 1% Crit. (100+) | -8 Hit; 1% Crit. (100+) | AC 16; Armor 0; Dodge 16; Can appear as "thin air" (invisible) at will, where movement and any interaction with physical forms or material would be treated as moderate wind of equal size | Arcane 2; Elemental 6; Natural 5; Holy 2; Demonic 3; Mental 3 | Move 2; Str 7; Agil 20; Stam 3; Int 1; Wis 2; Avd 16; Per 5; Res 1; Init 9; Cha 2 | Elemental Tongue & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Air): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Air Slam (1d4 physical damage melee attack, cannot be parried/blocked/reversed) | Instead of attacking, can use its touch to displace loose solid matter (such as dirt or sand) of equal size, temporarily (1rnd) weaken solid matter (remove all dama negation/absorption), or use its touch as Scatter Magic |
Wind Surge (instant, grants 2x movement speed this round and prevents any attacks from Disengaging from Combat, any target touched or moved through is knocked down and Winded if failing a Stamina test where the target has +4 advantage) Elemental Cantrip (Burst action, range 15", 1d4 damage Air Damage) |
Caster 0: Unlimited used of Tier0 Powers Flyer I: 2x movement while flying Immune (Air): Immune to this type of damage and any associated effects Sensitivity (Earth): Incoming damage of this type is doubled Swift Dodge I: Can choose at will to use Dodge x1.5 instead of AC, unlimited use Docile: Will typically not attack unless provoked/threatened |
Immune to Air Sensitive to Earth Damage (2x dam) If touching a natural source of wind (i.e. not including its own wind effects), the air elemental absorbs it into its own form and heals for 1d4 HP (this includes other elementals of lesser rank or less HP) |
0-1 Aether | ||||
Second | Denizen | Ice Elemental, Prime | Elemental | Volatile Elemental | Ice Elemental | Prime | Frost Elemental | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Coastal/Shore | 17 | 360+34d10 | 479 | 21 | Massive (Upright) | 8; Crushing Blow 4, Toughness 2, Reach +2 | +8 Hit; 24% Crit. (77+); +1 Damage | +11 Hit; 10% Crit. (91+) | +19 Hit; 18% Crit. (83+) | +19 Hit; 13% Crit. (88+) | AC 27; Armor 24; Dodge 3; Can appear as regular ice (of appropriate size) at will, or snow (at one size large) | Arcane 26; Elemental 40; Natural 33; Holy 40; Demonic 33; Mental 26 | Move 7; Str 17; Agil 2; Stam 20; Int 13; Wis 13; Avd 3; Per 5; Res 20; Init 7; Cha 7 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (Ice/Snow): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Crystal x8 | Ice Slash x2 (2d12+1d6+6 physical melee attack) | Icy Chill (passive Aura IV anything the elemental touches, either by moving through or being within 3" of base contact, takes 1d20 frost damage if failing Elemental resist) alternately instead of dealing damage, Icy Chill can be used as an action to freeze natural water or moisture of equal size or counts as Freeze Magic |
Frost Glide (instant, can pass through solid ice or snow at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence) Ice Flow (Amplify instant) Frostbite (T6 DOT instant) Frost Thorns (Counter instant) Ice Bolt (T6 Missile action) Frost Nova (Nova action) Ice Spike (Strike action) Glacial Shards (Multi action) Spawn Elementals (action, once every three rounds, creates 1d8 Earth Elemental Spawns that appear 2d8" away in random directions) |
Caster VI: Unlimited used of Tier6 Powers Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Hardened (Physical): Incoming damage of this type is reduced by half Immune (Water): Immune to this type of damage and any associated effects Sensitivity II (Fire & Crushing): Incoming damage of these types is doubled Aura III: Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Vicious III: +15% Critical hit with physical melee attacks (typically already added) |
Immune to Water/Frost Hardened to Physical Damage (50%) even if enchanted Sensitive to Fire/Heat & Crushing Damage (2x dam) If touching another significant source of ice or snow, the ice elemental absorbs some of it into its own form and heals for 2d10 HP (this includes other elementals of lesser rank or less HP, including its own spawns) if gradually exposed to warmer temperatures and/or fully immersed in water, will eventually change into a Water Elemental with equivalent HP, but one size smaller |
5d10 Everice | ||
Second | Denizen | Ice Elemental, Elder | Elemental | Volatile Elemental | Ice Elemental | Elder | Frost Elemental | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Coastal/Shore | 15 | 221+30d8 | 300 | 16 | Huge (Upright) | 4; Crushing Blow 2, Toughness 1, Reach +1 | +8 Hit; 24% Crit. (77+); +1 Damage | +9 Hit; 9% Crit. (92+) | +15 Hit; 16% Crit. (85+) | +15 Hit; 11% Crit. (90+) | AC 25; Armor 21; Dodge 4; Can appear as regular ice (of appropriate size) at will, or snow (at one size large) | Arcane 22; Elemental 36; Natural 29; Holy 36; Demonic 29; Mental 22 | Move 6; Str 16; Agil 4; Stam 18; Int 11; Wis 11; Avd 4; Per 5; Res 18; Init 8; Cha 6 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (Ice/Snow): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Crystal x7 | Ice Slash x2 (2d12+1d6 physical melee attack) | Icy Chill (passive Aura IV anything the elemental touches, either by moving through or being within 3" of base contact, takes 1d12 frost damage if failing Elemental resist) alternately instead of dealing damage, Icy Chill can be used as an action to freeze natural water or moisture of equal size or counts as Freeze Magic |
Frost Glide (instant, can pass through solid ice or snow at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence) Ice Flow (Amplify instant) Frostbite (T5 DOT instant) Frost Thorns (Counter instant) Ice Bolt (T5 Missile action) Frost Nova (Nova action) Ice Spike (Strike action) Spawn Elementals (action, once every three rounds, creates 1d6 Earth Elemental Spawns that appear 2d8" away in random directions) |
Caster V: Unlimited used of Tier5 Powers Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Hardened (Physical): Incoming damage of this type is reduced by half Immune (Water): Immune to this type of damage and any associated effects Sensitivity II (Fire & Crushing): Incoming damage of these types is doubled Aura III: Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Vicious III: +15% Critical hit with physical melee attacks (typically already added) |
Immune to Water/Frost Hardened to Physical Damage (50%) even if enchanted Sensitive to Fire/Heat & Crushing Damage (2x dam) If touching another significant source of ice or snow, the ice elemental absorbs some of it into its own form and heals for 2d8 HP (this includes other elementals of lesser rank or less HP, including its own spawns) if gradually exposed to warmer temperatures and/or fully immersed in water, will eventually change into a Water Elemental with equivalent HP, but one size smaller |
4d8 Everice | ||
Second | Denizen | Ice Elemental, Greater | Elemental | Volatile Elemental | Ice Elemental | Greater | Frost Elemental | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Coastal/Shore | 10 | 96+10d12 | 154 | 11 | Large (Upright) | 2 | +5 Hit; 22% Crit. (79+); +1 Damage | +4 Hit; 7% Crit. (94+) | +8 Hit; 13% Crit. (88+) | +8 Hit; 8% Crit. (93+) | AC 23; Armor 18; Dodge 5; Can appear as regular ice (of appropriate size) at will, or snow (at one size large) | Arcane 18; Elemental 32; Natural 25; Holy 32; Demonic 25; Mental 18 | Move 5; Str 15; Agil 6; Stam 16; Int 9; Wis 9; Avd 5; Per 5; Res 16; Init 9; Cha 5 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Ice/Snow): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Crystal x6 | Ice Slash x2 (1d12+1d10 physical melee attack) | Icy Chill (passive Aura III anything the elemental touches, either by moving through or being within 2" of base contact, takes 1d10 frost damage if failing Elemental resist) alternately instead of dealing damage, Icy Chill can be used as an action to freeze natural water or moisture of equal size or counts as Freeze Magic |
Frost Glide (instant, can pass through solid ice or snow at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence) Ice Flow (Amplify instant) Frostbite (T4 DOT instant) Ice Bolt (T4 Missile action) Frost Nova (Nova action) Ice Spike (Strike action) Spawn Elementals (action, once every three rounds, creates 1d4 Ice Elemental Spawns that appear 2d8" away in random directions) |
Caster IV: Unlimited used of Tier4 Powers Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Hardened (Physical): Incoming damage of this type is reduced by half Immune (Water): Immune to this type of damage and any associated effects Sensitivity II (Fire & Crushing): Incoming damage of these types is doubled Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Vicious III: +15% Critical hit with physical melee attacks (typically already added) |
Immune to Water/Frost Hardened to Physical Damage (50%) even if enchanted Sensitive to Fire/Heat & Crushing Damage (2x dam) If touching another significant source of ice or snow, the ice elemental absorbs some of it into its own form and heals for 1d12 HP (this includes other elementals of lesser rank or less HP, including its own spawns) if gradually exposed to warmer temperatures and/or fully immersed in water, will eventually change into a Water Elemental with equivalent HP, but one size smaller |
3d6 Everice | ||
Second | Denizen | Ice Elemental | Elemental | Volatile Elemental | Ice Elemental | Middling | Frost Elemental | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Coastal/Shore | 7 | 63+7d10 | 82 | 8 | Medium (Upright) | 0 | +4 Hit; 16% Crit. (85+) | +1 Hit; 5% Crit. (96+) | +3 Hit; 11% Crit. (90+) | +3 Hit; 6% Crit. (95+) | AC 21; Armor 15; Dodge 6; Can appear as regular ice (of appropriate size) at will, or snow (at one size large) | Arcane 14; Elemental 28; Natural 21; Holy 28; Demonic 21; Mental 14 | Move 4; Str 14; Agil 8; Stam 14; Int 7; Wis 7; Avd 6; Per 5; Res 14; Init 10; Cha 4 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Ice/Snow): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Crystal x5 | Ice Slash x2 (1d12+1d10 physical melee attack) | Icy Chill (passive Aura II anything the elemental touches, either by moving through or within 1" of base contact, takes 1d8 frost damage if failing Elemental resist) alternately instead of dealing damage, Icy Chill can be used as an action to freeze natural water or moisture of equal size or counts as Freeze Magic |
Frost Glide (instant, can pass through solid ice or snow at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence) Ice Flow (Amplify instant) Ice Bolt (T3 Missile action) Frost Nova (Nova action) Ice Spike (Strike action) |
Caster III: Unlimited used of Tier3 Powers Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Hardened (Physical): Incoming damage of this type is reduced by half Immune (Water): Immune to this type of damage and any associated effects Sensitivity II (Fire & Crushing): Incoming damage of these types is doubled Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Vicious II: +10% Critical hit with physical melee attacks (typically already added) |
Immune to Water/Frost Hardened to Physical Damage (50%) even if enchanted Sensitive to Fire/Heat & Crushing Damage (2x dam) If touching another significant source of ice or snow, the ice elemental absorbs some of it into its own form and heals for 1d10 HP (this includes other elementals of lesser rank or less HP) if gradually exposed to warmer temperatures and/or fully immersed in water, will eventually change into a Water Elemental with equivalent HP, but one size smaller |
2d6 Everice | ||
Second | Denizen | Ice Elemental, Lesser | Elemental | Volatile Elemental | Ice Elemental | Lesser | Frost Elemental | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Coastal/Shore | 4 | 36+4d8 | 35 | 5 | Small (Upright) | -2 | +3 Hit; 15% Crit. (86+) | -2 Hit; 4% Crit. (97+) | -2 Hit; 9% Crit. (92+) | -2 Hit; 4% Crit. (97+) | AC 19; Armor 12; Dodge 7; Can appear as regular ice (of appropriate size) at will, or snow (at one size large) | Arcane 10; Elemental 24; Natural 17; Holy 24; Demonic 17; Mental 10 | Move 3; Str 13; Agil 10; Stam 12; Int 5; Wis 5; Avd 7; Per 5; Res 12; Init 8; Cha 3 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Ice/Snow): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Crystal x4 | Ice Slash x2 (1d8+1d6 physical melee attack) | Icy Chill (passive Aura II anything the elemental touches, either by moving through or within 1" of base contact, takes 1d6 frost damage if failing Elemental resist) alternately instead of dealing damage, Icy Chill can be used as an action to freeze natural water or moisture of equal size or counts as Freeze Magic |
Frost Glide (instant, can pass through solid ice or snow at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence) Ice Flow (Amplify instant) Ice Bolt (T2 Missile action) Frost Nova (Nova action) |
Caster II: Unlimited used of Tier2 Powers Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Hardened (Physical): Incoming damage of this type is reduced by half Immune (Water): Immune to this type of damage and any associated effects Sensitivity II (Fire & Crushing): Incoming damage of these types is doubled Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Vicious II: +10% Critical hit with physical melee attacks (typically already added) |
Immune to Water/Frost Hardened to Physical Damage (50%) even if enchanted Sensitive to Fire/Heat & Crushing Damage (2x dam) If touching another significant source of ice or snow, the ice elemental absorbs some of it into its own form and heals for 1d8 HP (this includes other elementals of lesser rank or less HP) if gradually exposed to warmer temperatures and/or fully immersed in water, will eventually change into a Water Elemental with equivalent HP, but one size smaller |
1d6 Everice | ||
Second | Denizen | Ice Elemental, Spawn | Elemental | Volatile Elemental | Ice Elemental | Spawn | Frost Elemental | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Coastal/Shore | 2 | 15+2d6 | 11 | 2 | Tiny (Upright) | -4 | +3 Hit; 15% Crit. (86+) | -4 Hit; 3% Crit. (98+) | -6 Hit; 7% Crit. (94+) | -6 Hit; 2% Crit. (99+) | AC 14; Armor 6; Dodge 8; Can appear as regular ice (of appropriate size) at will, or snow (at one size large) | Arcane 6; Elemental 20; Natural 13; Holy 20; Demonic 13; Mental 6 | Move 2; Str 12; Agil 12; Stam 10; Int 3; Wis 3; Avd 8; Per 5; Res 10; Init 6; Cha 2 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Ice/Snow): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Crystal x2 | Ice Slash x2 (1d8 physical melee attack) | Icy Chill (passive Aura I anything the elemental touches, either by moving through or being in base contact with, takes 1d3 frost damage if failing Elemental resist) alternately instead of dealing damage, Icy Chill can be used as an action to freeze natural water or moisture of equal size or counts as Freeze Magic |
Frost Glide (instant, can pass through solid ice or snow at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence) Ice Bolt (T1 Missile Action) |
Caster I: Unlimited used of Tier1 Powers Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Hardened (Physical): Incoming damage of this type is reduced by half Immune (Water): Immune to this type of damage and any associated effects Sensitivity II (Fire & Crushing): Incoming damage of these types is doubled Aura 0: Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive Vicious II: +10% Critical hit with physical melee attacks (typically already added) |
Immune to Water/Frost Hardened to Physical Damage (50%) even if enchanted Sensitive to Fire/Heat & Crushing Damage (2x dam) If touching another significant source of ice or snow, the ice elemental absorbs some of it into its own form and heals for 1d6 HP (this includes other elementals of lesser rank or less HP) if gradually exposed to warmer temperatures and/or fully immersed in water, will eventually change into a Water Elemental with equivalent HP, but one size smaller |
1d4 Everice | ||
Second | Denizen | Ice Elemental, Shard | Elemental | Volatile Elemental | Ice Elemental | Mote | Frost Elemental | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Coastal/Shore | 2 | 10+2d4 | 2 | 1 | Diminutive (Upright) | -8 | +5 Hit; 6% Crit. (95+) | -4 Hit; 3% Crit. (98+) | -8 Hit; 1% Crit. (100+) | -8 Hit; 1% Crit. (100+) | AC 12; Armor 3; Dodge 9; Can appear as regular ice (of appropriate size) at will, or snow (at one size large) | Arcane 2; Elemental 16; Natural 9; Holy 16; Demonic 9; Mental 2 | Move 1; Str 11; Agil 14; Stam 8; Int 1; Wis 1; Avd 9; Per 5; Res 8; Init 4; Cha 1 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Ice/Snow): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Crystal x1 | Ice Slash (1d4 physical melee attack) | Icy Chill (passive Aura I anything the elemental touches, either by moving through or being in base contact with, takes 1 frost damage if failing Elemental resist) alternately instead of dealing damage, Icy Chill can be used as an action to freeze natural water or moisture of equal size or counts as Freeze Magic |
Frost Glide (instant, can pass through solid ice or snow at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence) Elemental Cantrip (Burst action, range 15", 1d4 Frost damage) |
Caster I: Unlimited used of Tier1 Powers Hardened (Physical): Incoming damage of this type is reduced by half Immune (Water): Immune to this type of damage and any associated effects Sensitivity II (Fire & Crushing): Incoming damage of these types is doubled Aura 0: Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive |
Immune to Water/Frost Hardened to Physical Damage (50%) even if enchanted Sensitive to Fire/Heat & Crushing Damage (2x dam) If touching another significant source of ice or snow, the ice elemental absorbs some of it into its own form and heals for 1d4 HP (this includes other elementals of lesser rank or less HP) if gradually exposed to warmer temperatures and/or fully immersed in water, will eventually change into a Water Elemental with equivalent HP, but one size smaller |
0-1 Everice | ||
Second | Denizen | Ent, Ancient | Primal | Treant | Ent | Protector | Ancient | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Extra Planar | Forest/Jungle, N/A | 15 | 470+30d12 | 211 | 14 | Gargantuan (Upright) | 16; Crushing Blow 8, Toughness 4, Reach +3 | +8 Hit; 9% Crit. (92+); +3 Damage | +9 Hit; 9% Crit. (92+) | +18 Hit; 12% Crit. (89+) | +24 Hit; 14% Crit. (87+) | AC 81; Armor 80; Dodge 1 | Arcane 28; Elemental 40; Natural 40; Holy 40; Demonic 40; Mental 34 | Move 7; Str 20; Agil 4; Stam 20; Int 14; Wis 20; Avd 1; Per 5; Res 20; Init 5; Cha 6 | Primal Tongue & Sylvan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Bark, Ancient x8 | Branch Flurry x4 (3d10 dam melee attack, Reach 6", 30% Overpowering, Crushing Blow 6) OR Sweeping Branch x1 (4d10 dam melee attack Reach 6" that hits all targets in frontal arc range, 100% knock down, immune to block/parry/ward-off/etc...) | Entangling Roots (instant, roll vs. nature resist+dodge, range 10" Snares up to 6 targets and inflicts 1d12 damage each round, until roots are broken any damage over 12 will break the roots after 2 rounds targets become Immobilized until roots are broken) |
Immovable I: Immune to knockdown, knockback, or knockup effects Immune (Nature): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning |
Immune to Nature Damage Double damage from Fire Regenerates 2d12 per round |
5d12 Primordial Sap | |||
Second | Denizen | Ent, Elder | Primal | Treant | Ent | Protector | Elder | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Extra Planar | Forest/Jungle, N/A | 12 | 247+24d10 | 127 | 10 | Massive (Upright) | 8; Crushing Blow 4, Toughness 2, Reach +2 | +7 Hit; 8% Crit. (93+); +2 Damage | +8 Hit; 8% Crit. (93+) | +14 Hit; 10% Crit. (91+) | +20 Hit; 12% Crit. (89+) | AC 67; Armor 64; Dodge 3 | Arcane 26; Elemental 38; Natural 38; Holy 36; Demonic 37; Mental 32 | Move 6; Str 19; Agil 6; Stam 19; Int 13; Wis 19; Avd 3; Per 7; Res 18; Init 7; Cha 6 | Primal Tongue & Sylvan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Bark, Elder x8 | Branch Flurry x3 (3d10 dam melee attack, Reach 5", 25% Overpowering, Crushing Blow 5) OR Sweeping Branch x1 (3d10 dam melee attack Reach 5" that hits all targets in frontal arc range, 75% knock down, immune to block/parry/ward-off/etc...) | Entangling Roots (instant, roll vs. nature resist+dodge, range 10" Snares up to 5 targets and inflicts 1d10 damage each round, until roots are broken any damage over 10 will break the roots after 2 rounds targets become Immobilized until roots are broken) |
Immovable I: Immune to knockdown, knockback, or knockup effects Immune (Nature): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning |
Immune to Nature Damage Double damage from Fire Regenerates 2d10 per round |
4d10 Primordial Sap | |||
Second | Denizen | Ent, Greater | Primal | Treant | Ent | Protector | Greater | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Extra Planar | Forest/Jungle, N/A | 8 | 126+16d8 | 72 | 7 | Huge (Upright) | 4; Crushing Blow 2, Toughness 1, Reach +1 | +5 Hit; 7% Crit. (94+); +2 Damage | +5 Hit; 7% Crit. (94+) | +9 Hit; 8% Crit. (93+) | +14 Hit; 10% Crit. (91+) | AC 53; Armor 48; Dodge 5 | Arcane 24; Elemental 36; Natural 35; Holy 32; Demonic 33; Mental 29 | Move 5; Str 18; Agil 8; Stam 18; Int 12; Wis 17; Avd 5; Per 8; Res 16; Init 9; Cha 6 | Primal Tongue & Sylvan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Bark, Heavy x8 | Branch Flurry x2 (3d10 dam melee attack, Reach 4", 20% Overpowering, Crushing Blow 4) OR Sweeping Branch x1 (2d10 dam melee attack with Reach 4" that hits all targets in frontal arc range, 50% knock down, immune to block/parry/ward-off/etc...) | Entangling Roots (instant, roll vs. nature resist+dodge, range 10" Snares up to 4 targets and inflicts 1d8 damage each round, until roots are broken any damage over 8 will break the roots after 2 rounds targets become Immobilized until roots are broken) |
Immovable I: Immune to knockdown, knockback, or knockup effects Immune (Nature): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning |
Immune to Nature Damage Double damage from Fire Regenerates 2d8 per round |
3d8 Primordial Sap | |||
Second | Denizen | Ent | Primal | Treant | Ent | Protector | Middling | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Extra Planar | Forest/Jungle, N/A | 5 | 53+5d12 | 37 | 5 | Large (Upright) | 2 | +4 Hit; 6% Crit. (95+); +1 Damage | +3 Hit; 6% Crit. (95+) | +4 Hit; 6% Crit. (95+) | +9 Hit; 8% Crit. (93+) | AC 40; Armor 32; Dodge 8 | Arcane 20; Elemental 30; Natural 30; Holy 30; Demonic 30; Mental 25 | Move 4; Str 15; Agil 10; Stam 15; Int 10; Wis 15; Avd 8; Per 9; Res 15; Init 11; Cha 6 | Primal Tongue & Sylvan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Bark, Thick x8 | Branch Flurryx2 (2d10 dam melee attack, Reach 3", 15% Overpowering, Crushing Blow 3) OR Sweeping Branch x1 (1d10 dam melee attack with Reach 3" that hits all targets in frontal arc range, 25% knock down, immune to block/parry/ward-off/etc...) | Entangling Roots (instant, roll vs. nature resist+dodge, range 10" Snares up to 3 targets and inflicts 1d6 damage each round, until roots are broken any damage over 6 will break the roots after 2 rounds targets become Immobilized until roots are broken) |
Immovable I: Immune to knockdown, knockback, or knockup effects Immune (Nature): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning |
Immune to Nature Damage Double damage from Fire Regenerates 1d12 per round |
2d6 Primordial Sap | |||
Second | Denizen | Ent, Lesser | Primal | Treant | Ent | Protector | Lesser | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Extra Planar | Forest/Jungle, N/A | 3 | 28+3d10 | 16 | 3 | Medium (Upright) | 0 | +4 Hit; 6% Crit. (95+) | 0 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | +2 Hit; 5% Crit. (96+) | AC 26; Armor 16; Dodge 10 | Arcane 10; Elemental 22; Natural 21; Holy 28; Demonic 24; Mental 15 | Move 3; Str 12; Agil 12; Stam 11; Int 5; Wis 10; Avd 10; Per 8; Res 14; Init 13; Cha 6 | Primal Tongue & Sylvan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Bark, Light x8 | Branch Slap x1 (2d10 dam melee attack, Reach 2", 10% Overpowering, Crushing Blow 2) | Entangling Roots (instant, roll vs. nature resist+dodge, range 10" Snares up to 2 targets and inflicts 1d4 damage each round, until roots are broken any damage over 4 will break the roots after 2 rounds targets become Immobilized until roots are broken) |
Immovable I: Immune to knockdown, knockback, or knockup effects Immune (Nature): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning |
Immune to Nature Damage Double damage from Fire Regenerates 1d10 per round |
1d4 Primordial Sap | |||
Second | Denizen | Ent Sapling | Primal | Treant | Ent | Protector | Sapling | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Extra Planar | Forest/Jungle, N/A | 1 | 12+1d8 | 6 | 1 | Small (Upright) | -2 | +4 Hit; 5% Crit. (96+) | -4 Hit; 3% Crit. (98+) | -9 Hit; 1% Crit. (100+) | -5 Hit; 2% Crit. (99+) | AC 23; Armor 8; Dodge 15 | Arcane 2; Elemental 16; Natural 13; Holy 20; Demonic 15; Mental 6 | Move 3; Str 10; Agil 14; Stam 8; Int 1; Wis 5; Avd 15; Per 6; Res 10; Init 15; Cha 6 | Primal Tongue & Sylvan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Bark, Soft x8 | Branch Slap x1 (1d6+1d4 dam melee attack, Reach 1", 5% Overpowering, Crushing Blow 1) | Entangling Roots (instant, roll vs. nature resist+dodge, range 10" Snares a single target and inflicts 1d2 damage each round, until roots are broken any damage over 2 will break the roots after 2 rounds targets become Immobilized until roots are broken) |
Immovable I: Immune to knockdown, knockback, or knockup effects Immune (Nature): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning |
Immune to Nature Damage Double damage from Fire Regenerates 1d8 per round |
0-1 Primordial Sap | |||
Second | Denizen | Sundog | Arcanid | Light Forged | Pack Hunter | Standard | Blink Dog | yes | Realm (Dawn), Alignment (Good), Polarity (Order) | Extra Planar | Plain, Desert | 1 | 8+1d8 | 8 | 2 | Small (Prone) | -2 | +5 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | -3 Hit; 3% Crit. (98+) | -5 Hit; 2% Crit. (99+) | AC 32; Armor 14; Dodge 18; Solar Hide: in addition to granting Armor, hide also grants +1 Arcane Resist per slot, already added | Arcane 21; Elemental 10; Natural 10; Holy 20; Demonic 15; Mental 12 | Move 6; Str 14; Agil 15; Stam 5; Int 7; Wis 5; Avd 18; Per 12; Res 10; Init 10; Cha 0 | understands Dawnspeak but cannot speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x7 | Flash Bite x2: 1d6 Solar & Physical damage. First bite counts as an instant second bite as an action. | Solar Blink: Instant. Teleport up to 6" to an unoccupied space in LoS. Unlimited use if sun is visible, otherwise once per hour. If used to leave base contact, does not count as Disengaging from combat |
Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) Immune (Light): Immune to this type of damage and any associated effects Loyal II: +2 dam vs targets that attack its master Sensitivity (Dark): Incoming damage of this type is doubled Dual Damage (Physical & Solar): Typical or majority of attacks/skills count as two damage types |
Immune to Light/Solar Damage Sensitive to Dark damage (2x dam) |
1d6 Prismatic Glass | Sundogs are said to be able to appear in the blink of an eye, garnering them the nickname Blink dogs. They are sleek golden furred canines native to the Realm of Dawn. According to folklore they sometimes appear in pairs in the Realm of Strife when the weather phenomenon by the same name occurs. They are good natured creatures who abhor chaos, and more specifcally darkness and fear. It is not easy to gain their friendhsip, but once their trust is gained these intelligent pack hunters are fiercely loyal. When they are found in the Realm of Strife they do not linger long and typically dissapear once the sun has set. |