So, having the standard elementals, the "para"-elementals, and the expanded selection of spells to summon and control them all out of the way, the next step in my building of an elementalist summoner class is the creation of some new monsters! The existing elementals are all in the mid- to high-level range (8 to 16 HD), with the low-level end of the spectrum being pretty much devoid of summonable elemental creatures. Part of my vision for the elementalist class is that they should be able to summon elemental creatures to their aid even at 1st level, so clearly some weak but interesting new creatures are needed in the 1 to 4 HD range. I've termed these lesser elementals "elementines". The four classical elementines are presented below, and spells to summon and control them will be coming soon.
You may notice the connection between the fire elementine and the AD&D 2nd edition flaming sphere spell (which doesn't exist in Labyrinth Lord). Those are the lines I was thinking along when developing the elementines.
The rest of this post is designated Open Gaming Content according to the Open Gaming License.
Elementines
Elementines are semi-intelligent beings made of pure elemental matter of one kind or another. They are native to the elemental planes, but can be summoned by certain spells. Elementines can only be harmed by magic and magical weapons.
There are two different power levels of elementines, and the type present will be determined by the spell used to summon them. Lesser elementines have AC 4, HD 1 and are generally around 2' in diameter, whereas greater elementines have AC 2, HD 3 and are around 5' in diameter.
Fire Elementine
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 90' (30')
Armor Class: 4/2
Hit Dice: 1/3
Attacks: 1
Damage: 1-2/2d4
Save: F1/F3
Morale: 10
Hoard Class: None
XP: 10/50
Fire elementines appear as a sphere of flame. The creature attacks simply by touching an opponent, causing damage and the ignition of flammable materials.
Air Elementine
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 180' (60') - flying
Armor Class: 4/2
Hit Dice: 1/3
Attacks: 1
Damage: Special - see below
Save: F1/F3
Morale: 10
Hoard Class: None
XP: 10/50
Air elementines are formed of powerful wind vortices, and are usually only visible by the dust which they stir up as they move. They 'attack' foes by surrounding them with their chaotic air currents, not causing any damage but potentially distracting and confusing the target. A creature successfully attacked by an air elementine suffers -2 to its attacks due to the distraction, and cannot cast spells or use missile weapons. These effects last for one round. A creature attacked by a greater air elementine must also make a save versus paralysis or be stunned for 1d4 rounds.
Earth Elementine
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 90' (30')
Armor Class: 4/2
Hit Dice: 1/3
Attacks: 1
Damage: Special - see below
Save: F1/F3
Morale: 10
Hoard Class: None
XP: 10/50
Earth elementines can only manifest within a large body of stone or earth - usually the ground. They can move within this earth medium without being noticed (except by detect magic), and attack by disrupting the ground beneath an opponent's feet. The attack does not cause any damage, but the target is usually knocked over and is stunned for one round. Attacks by greater earth elementines cause the target to be stunned for 1 to 3 rounds.
Water Elementine
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 120' (40') - swimming
Armor Class: 4/2
Hit Dice: 1/3
Attacks: 1
Damage: 1-2/1d6
Save: F1/F3
Morale: 10
Hoard Class: None
XP: 10/50
Water elementines appear as a spherical or snake-like formation in a body of water, and can only be summoned where a sufficient quantity of water exists - at least a small pool. They cannot leave the body of water from which they are formed. They attack by overwhelming opponents, causing damage by drowning. Creatures which can breathe water are unaffected by a water elementine's attacks, but fire-based creatures suffer double damage.
Great creatures, thanks!
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