Acid Elemental by HennetTheFiveFootTallHumanWizard
Medium Elemental (Acid/poison,)
Hit Dice: 2d8+4 (13 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Poison sting +2 melee (1d8 +1)
Full Attack: Poison sting +2 melee (1d8 +1) Poison claws -3 melee (1d10)
Space/Reach: 5ft/5ft
Special Attacks: Poison if any attack hits, will save of 12
Special Qualities: Darkvision 60ft., elemental traits, immune to corrosives/poison, spell immunity
Saves: Fort +2, Ref +6, Will +0
Abilities: Str 12, Dex 17, Con 15, Int 17, Wis 10, Cha 5
Skills: Climb +6, Hide +8, Knowledge (local) +8, Listen +5, Move Silently +8
Feats: Run

Environment: Acid
Organization: Solitary, or Conclave (5-20)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -


Thin neon green creature with long arms greeanish glow, almost skeletal crytline 'bones'. A puny creture for it's size, if it fights at all it relies on wits.

Thin neon green creature with long arms greeanish glow, almost skeletal crytline 'bones'. A puny creture for it's size, if it fights at all it relies on wits. It will befreind mortalls it is social with creatures other than elementals. It has an 'ent' (from lord of the rings) mentality to life. They live in conclaves. Curious. A solitary elemental may befreind adventurers.,Thin neon green creature with long arms greeanish glow, almost skeletal crytline 'bones'. A puny creture for it's size, if it fights at all it relies on wits. It will befreind mortalls it is social with creatures other than elementals. It has an 'ent' (from lord of the rings) mentality to life. They live in conclaves. Curious. A solitary elemental may befreind adventurers.

Combat
Hides and retreats. jumps on opponents. Retreats while poison takes effect.


Poison (Ex): Poison attacks deal initial damage, such as ability damage (see page 305) or some other effect, to the opponent on a failed Fortitude save. Unless otherwise noted, another saving throw is required 1 minute later (regardless of the first save’s result) to avoid secondary damage. A creature’s descriptive text provides the details.A creature with a poison attack is immune to its own poison and the poison of others of its kind.The Fortitude save DC against a poison attack is equal to 10 + 1/2 poisoning creature’s racial HD + poisoning creature’s Con modifier (the exact DC is given in the creature’s descriptive text).A successful save avoids (negates) the damage.


immune to corrosives/poison (Ex):
Spell Immunity (Ex): A creature with spell immunity avoids the effects of spells and spell-like abilities that directly affect it. This works exactly like spell resistance, except that it cannot be overcome. Sometimes spell immunity is conditional or applies to only spells of a certain kind or level. Spells that do not allow spell resistance are not affected by spell immunity.

An elemental possesses the following traits (unless otherwise noted in a creature's entry).

  • Immunity to poison, sleep effects, paralysis, and stunning.
  • Not subject to critical hits or flanking.
  • Unlike most other living creatures, an elemental does not have a dual nature-its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
  • Elementals do not eat, sleep, or breathe.

    Society

    This creature has not yet been play tested.
    This is not a kender type creature.

     



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