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


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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.


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Mist Elemental

These creatures resulting from the ancient mixing of the elements of air and water hail from the Elemental Subplane of Mist, where they are born of the very ethereal mist itself.

Mist Elemental

Mist Elemental, Small Mist Elemental, Medium Mist Elemental, Large
Size/Type: Small Elemental (Mist, Extraplanar) Medium Elemental (Mist, Extraplanar) Large Elemental (Mist, Extraplanar)
Hit Dice: 2d8+1 (10 hp) 4d8+12 (30 hp) 8d8+32 (68 hp)
Initiative: +7 +9 +11
Speed: Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 18 (+5 Dex, +3 natural), touch 15, flat-footed 13 20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13
Base Attack / Grapple: +1/-3 +3/+4 +6/+12
Attack: Slam +5 melee (1d4) Slam +8 melee (1d6+1) Slam +12 melee (2d6+2)
Full Attack: Slam +5 melee (1d4) Slam +8 melee (1d6+1) 2 slams +12 melee (2d6+2)
Space / Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Mist mastery, whirlwind Mist mastery, whirlwind Mist mastery, whirlwind
Special Qualities: Darkvision 60 ft., elemental traits Darkvision 60 ft., elemental traits Damage reduction 5/-, darkvision 60 ft., elemental traits
Saves: Fort +1, Ref +6, Will +0 Fort +4, Ref +9, Will +1 Fort +6, Ref +13, Will +2
Abilities: Str 10, Dex 17, Con 12, Int 4, Wis 11, Cha 11 Str 12, Dex 21, Con 16, Int 4, Wis 11, Cha 11 Str 14, Dex 25, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
Feats: Flyby Attack, Improved InitiativeB, Weapon Finesse B Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Environment: Elemental Plane of Mist Elemental Plane of Mist Elemental Plane of Mist
Organization: Solitary Solitary Solitary
Challenge Rating: 1 3 5
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancmt.: 3 HD (Small) 5-7 HD (Medium) 9-15 HD (Large)
Level Adjustment:

Mist Elemental, Huge Mist Elemental, Greater Mist Elemental, Elder
Size/Type: Huge Elemental (Mist, Extraplanar) Huge Elemental (Mist, Extraplanar) Huge Elemental (Mist, Extraplanar)
Hit Dice: 16d8+80 (152 hp) 21d8+105 (199 hp) 24d8+120 (228 hp)
Initiative: +13 +14 +15
Speed: Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares)
Armor Class: 21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12 26 (-2 size, +10 Dex, +8 natural), touch 18, flat-footed 16 27 (-2 size, +11 Dex, +8 natural), touch 19, flat-footed 16
Base Attack / Grapple: +12/+24 +15/+28 +18/+32
Attack: Slam +19 melee (2d8+4) Slam +23 melee (2d8+5) Slam +27 melee (2d8+6)
Full Attack: 2 slams +19 melee (2d8+4) 2 slams +23 melee (2d8+5) 2 slams +27 melee (2d8+6)
Space / Reach: 15 ft./15 ft. 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Mist mastery, whirlwind Mist mastery, whirlwind Mist mastery, whirlwind
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits Damage reduction 10/-, darkvision 60 ft., elemental traits Damage reduction 10/-, darkvision 60 ft., elemental traits
Saves: Fort +10, Ref +19, Will +5 Fort +12, Ref +22, Will +9 Fort +13, Ref +25, Will +10
Abilities: Str 18, Dex 29, Con 20, Int 6, Wis 11, Cha 11 Str 20, Dex 31, Con 20, Int 8, Wis 11, Cha 11 Str 22, Dex 33, Con 20, Int 10, Wis 11, Cha 11
Skills: Listen +11, Spot +12 Listen +14, Spot +14 Listen +29, Spot +29
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB Alertness, Blind-Fight, Cleave, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB
Environment: Elemental Plane of Mist Elemental Plane of Mist Elemental Plane of Mist
Organization: Solitary Solitary Solitary
Challenge Rating: 7 9 11
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancmnt.: 17-20 HD (Huge) 22-23 HD (Huge) 25-48 HD (Huge)
Level Adjustment:

Mist elementals speak Auran and Aquan, communicating frely with both air and water elementals, though they are usually not welcomed by either, seen as a half-breed by both parent species.

Mist Elemental Sizes

Elemental Height Weight Mistwind Save DC Damage Height
Small 4 ft. 2 lb. 11 1d4 5×5 ft.
Medium 8 ft. 4 lb. 13 1d6 10×10 ft.
Large 16 ft. 8 lb. 16 1d8 15x15ft.
Huge 32 ft. 16 lb. 22 1d10 20×20 ft.
Greater 36 ft. 20 lb. 25 1d12 25×25 ft.
Elder 40 ft. 24 lb. 28 1d20 30×30 ft.


Combat

Their rapid speed makes mist elementals useful on vast battlefields or in extended aerial combat. They have also been used to create areas of fog of war on the battlefield, which is where the term originated.

Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a mist elemental.

Mistwind (Su): The elemental can transform itself into a mistwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental shifts between being incorporeal as the mist and corporeal and moves at its normal speed.

The mistwind is amorphous yet contained in a up to 30’x30’x30′ cube, depending on the elemental’s size. The elemental controls the exact size, but it must be at least 5 feet wide, high, and deep.

The elemental’s movement while in mistwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the mistwind if it touches or enters the mistwind, or if the elemental moves into or through the creature’s space.

Non-elemental creatures might take damage when caught in the mistwind. An affected creature must succeed on a Reflex save when it comes into contact with the mistwind or take the indicated damage. It must also succeed on a Will save or be blinded while within the mistwind, automatically taking the indicated damage each round. A creature that wishes to leave the mistwind is allowed a Reflex save each round to escape the mistwind. The creature remains blinded and takes damage but can leave if the save is successful. Once the creature leaves the mistwind ir regains its vision. The DC for saves against the mistwind’s perceptive effects varies with the elemental’s size (see the table). The save DC is Wisdom based.

Creatures caught in the mistwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell and if blinded cannot cast spells which require them to see their targets. If they are not blinded they have a 50% chance of not seeing their targets. Creatures caught in the mistwind take a -2 penalty to Dexterity and a -4 penalty on attack rolls. The elemental can have only as many creatures trapped inside the mistwind at one time as will fit inside the mistwind’s volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the mistwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the mistwind’s base touches the ground, the ground is also obfuscated. This cloud is centered on the elemental and has a diameter equal to the mistwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in mistwind form cannot make slam attacks and does not threaten the area around it.


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