Whelmer of Ships
This part air, part water elemental is a powerful force, devouring ships on the open seas.
To visualize whelmers of ships, think pf a whirlpool with its complementary winds.
Whelmer of Ships
Size/Type: Huge Elemental (Air, Water, Extraplanar)
Hit Dice: 24d8+120 (228 hp)
Initiative: +15
Speed: Below-water portion: 30 ft. (6 squares), swim 120 ft. Above-water portion: Fly 100 ft. (perfect) (20 squares)
Armor Class: 27 (-2 size, +11 Dex, +8 natural), touch 19, flat-footed 16
Base Attack/Grapple: +18/+35
Attack: Slam +27 melee (2d10+9/19-20)
Full Attack: 2 slams +27 melee (2d10+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Water mastery, drench, vortex
Special Qualities: Damage reduction 10/-, darkvision 60 ft., elemental traits
Saves: Fort +19, Ref +25, Will +10
Abilities: Str 28, Dex 33, Con 21, Int 10, Wis 11, Cha 11
Skills: Listen +29, Spot +29
Feats: Alertness, Blind-Fight, Great Cleave, Combat Reflexes, Flyby Attack, Improved Critical (slam) Improved InitiativeB, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon FinesseB
Environment: Storm Plane
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Usually neutral
Advancement: 25-48 HD (Colossal)
Level Adjustment: —
Whelmers of ships speak Auran and Aquan, though they rarely choose to do so. A whelmer can’t venture out of the body of water from which it was conjured, and cannot be conjured into a body of water too small for it to fit into.
Whelmer of Ships Height Weight Whirlpool
Save DC Damage Height
Elder 40 ft. 24,000 lb. 34 2d8 10-60 ft.
Combat
Their rapid speed at the intersections of bodies of water and fast-moving air make them well-suited to battlefields beneath the waves where their whirlpools and heavy winds suddenly swell up behind its opponents.
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a whelmer of ships.
Whirlwind (Su): The whelmer can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 10 rounds. In this form, the whelmer can move partially along the surface of a body of water at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 60 feet tall. The whelmer’s movement while in whirlwind form does not provoke attacks of opportunity, even if the whelmer enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whelmer moves into or through the creature’s space.
Creatures one or more size categories smaller than the whelmer might take damage when caught in the whirlwind (use the table from the air elemental) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based.
Additionally, creatures trapped underwater must make saves or begin drowning, as per the PHB.
Creatures trapped in the whirlwind cannot move except to go where the whelmer carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The whelmer can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The whelmer can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned whelmer always ejects trapped creatures before returning to its home plane.
Water Mastery (Ex): A whelmer gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the whelmer is touching the ground, the whelmer takes a -4 penalty on attack and damage rolls.
A whelmer can be a serious threat to a ship that crosses its path. A whelmer can easily overturn vessels up to 200′ in length. Ships over 200′ can be slowed to half speed.
Drench (Ex): The whelmer’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as a dispel magic spell.
Vortex (Su): The whelmer can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 10 rounds. In vortex form, the whelmer can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 60 feet tall.
The whelmer’s movement while in vortex form does not provoke attacks of opportunity, even if the whelmer enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the whelmer moves into or through the creature’s space.
Creatures one or more size categories smaller than the whelmer might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based.
Much like in the whirlpool form, creatures trapped in the vortex cannot move except to go where the whelmer carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The whelmer can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.
The whelmer can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned whelmer always ejects trapped creatures before returning to its home plane.
A whelmer in vortex form cannot make slam attacks and does not threaten the area around it.
Skills
A whelmer of ships has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Image: The Shipwreck, Joseph Mallord William Turner, exhibited 1805
Posted in Creature and tagged air, elemental, water by Stephen Hilderbrand with no comments yet.
Dustling
These are the dust devils that we think of.
They are actually the minions of dust devils, trapped in a pact that required them to become indentured servants of these devils.
Dustling
Size/Type: Small Elemental (Air, Extraplanar)
Hit Dice: 1d8 (5 hp)
Initiative: +4
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Slam +3 melee (1d4)
Full Attack: Slam +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flyby
Special Qualities: elemental traits
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Skills: Spot +3
Feats: Flyby Attack
Environment: Elemental Plane of Air, deserts
Organization: Solitary or Swarms
Challenge Rating: 1/2
Treasure: None
Alignment: Usually neutral
Advancement: 2 HD (Small)
Level Adjustment: —
Combat
They live in a perpetual whirlwind state, allowing them to make flyby attacks against their opponents.
Posted in Creature and tagged air, elemental, small by Stephen Hilderbrand with no comments yet.