Psychotic Jim
First Post
Here's a conversion from 2E Monstrous Compendium Annual Vol II.
Comments and suggestions are welcome, especially about the CR and Trample damage.
Elemental, Nature
Gargantuan Elemental (Air, Earth, Fire, Life, Water)
Hit Dice: 18d8+126 (207 hp)
Initiative: +11 (+11 Dex)
Speed: Speed 30 Ft, Swim 30 ft
AC: 36 (-4 size, +11 Dex, +19 Natural)
Attacks: Slam +24/+19/+14 melee
Damage: Slam 4d10+22
Face/Reach: 20 ft by 20 ft/20 ft
Special Attacks: Trample, restructure
Special Qualities: Elemental, immune to protection spells, instant rejuvenation, Damage Reduction 20/+3, fire subtype
Saves: Fort +18, Ref +22, Will +7
Abilities: Str 40, Dex 33, Con 25, Int 9, Wis 12, Cha 11
Skills: Listen +10, Spot +10
Feats: None
Climate/Terrain: Any forest
Organization: Solitary
Challenge Rating: 17?
Treasure: None
Alignment: Always neutral
Advancement: 19-32 HD (Gargantuan), 33-54 HD (Colossal)
Elementals of nature are enigmatic beings summoned from an unknown plane to demolish all signs of a settled area and return it to a state untouched by civilization. A summoned nature elemental does its task for 24 hours or until an area with a one-mile radius has be remolded. The summoned nature elemental destroys any nearby buildings, man-made structures, and even humanoid life. The only exception from this is the summoner and a maximum of 10 people per caster level all within a 100 yard radius chosen when the elemental is summoned.
Nature elementals appear as monstrously huge (at least 35 ft tall) composites of the natural substances of where it was summoned. A nature elemental represents the combination of all the elements of nature: earth, air, fire, water, and what some say is life.
Combat
A nature elemental destroys any and all signs of civilization and humanoid life in the area until its task is complete. With no opponents, it simply flattens an area and remakes it into a pristine natural habitat. When faced it combat, a nature elemental employs its powerful fists to destroy interlopers.
Trample (Ex): As a standard action, can trample opponents or structures of at most Huge size, doing 8d10+22 damage. Trample opponents may take attacks of opportunity with a –4 penalty. If a trampled opponent decides not to exercise this option, she may attempt a Reflex safe (DC 34) for half-damage.
Restructure (Su): A nature elemental remolds its target area around it to become a bastion of nature. The soil becomes fertile and new plants grow. New animals feel mystically drawn to the area. Any unattended objects that are trampled or smashed by the nature elemental are destroyed and assimilated into the remade locale. Magical items may attempt a Fortitude save (DC 26) to avoid destruction. Attended items are only assimilated after their bearers are destroyed.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Immune to protection spells (Ex): A nature elemental is unaffected by protection from evil or magic circle against evil or any of its variance (law, good,etc.)
Instant rejuventation (Su): As long as a nature elemental has contact with any of the elements (air, earth, fire, or water), it heals all damage to it at the end of every round, even replacing lost limbs, unless it can be killed in one round. If the elemental can be somehow separated from all of all of the elements (like being trapped inside a vacuum), it will not be able to regenerate.
Fire subtype: Fire immunity, double damage from cold except on a successful save.
Comments and suggestions are welcome, especially about the CR and Trample damage.
Elemental, Nature
Gargantuan Elemental (Air, Earth, Fire, Life, Water)
Hit Dice: 18d8+126 (207 hp)
Initiative: +11 (+11 Dex)
Speed: Speed 30 Ft, Swim 30 ft
AC: 36 (-4 size, +11 Dex, +19 Natural)
Attacks: Slam +24/+19/+14 melee
Damage: Slam 4d10+22
Face/Reach: 20 ft by 20 ft/20 ft
Special Attacks: Trample, restructure
Special Qualities: Elemental, immune to protection spells, instant rejuvenation, Damage Reduction 20/+3, fire subtype
Saves: Fort +18, Ref +22, Will +7
Abilities: Str 40, Dex 33, Con 25, Int 9, Wis 12, Cha 11
Skills: Listen +10, Spot +10
Feats: None
Climate/Terrain: Any forest
Organization: Solitary
Challenge Rating: 17?
Treasure: None
Alignment: Always neutral
Advancement: 19-32 HD (Gargantuan), 33-54 HD (Colossal)
Elementals of nature are enigmatic beings summoned from an unknown plane to demolish all signs of a settled area and return it to a state untouched by civilization. A summoned nature elemental does its task for 24 hours or until an area with a one-mile radius has be remolded. The summoned nature elemental destroys any nearby buildings, man-made structures, and even humanoid life. The only exception from this is the summoner and a maximum of 10 people per caster level all within a 100 yard radius chosen when the elemental is summoned.
Nature elementals appear as monstrously huge (at least 35 ft tall) composites of the natural substances of where it was summoned. A nature elemental represents the combination of all the elements of nature: earth, air, fire, water, and what some say is life.
Combat
A nature elemental destroys any and all signs of civilization and humanoid life in the area until its task is complete. With no opponents, it simply flattens an area and remakes it into a pristine natural habitat. When faced it combat, a nature elemental employs its powerful fists to destroy interlopers.
Trample (Ex): As a standard action, can trample opponents or structures of at most Huge size, doing 8d10+22 damage. Trample opponents may take attacks of opportunity with a –4 penalty. If a trampled opponent decides not to exercise this option, she may attempt a Reflex safe (DC 34) for half-damage.
Restructure (Su): A nature elemental remolds its target area around it to become a bastion of nature. The soil becomes fertile and new plants grow. New animals feel mystically drawn to the area. Any unattended objects that are trampled or smashed by the nature elemental are destroyed and assimilated into the remade locale. Magical items may attempt a Fortitude save (DC 26) to avoid destruction. Attended items are only assimilated after their bearers are destroyed.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Immune to protection spells (Ex): A nature elemental is unaffected by protection from evil or magic circle against evil or any of its variance (law, good,etc.)
Instant rejuventation (Su): As long as a nature elemental has contact with any of the elements (air, earth, fire, or water), it heals all damage to it at the end of every round, even replacing lost limbs, unless it can be killed in one round. If the elemental can be somehow separated from all of all of the elements (like being trapped inside a vacuum), it will not be able to regenerate.
Fire subtype: Fire immunity, double damage from cold except on a successful save.