Monday, January 3, 2011

General Rules: Monsters - Smoke Creature (Template)

Smoke Creature (from Dragon Magazine #347)

Smoke element creatures dwell on the Elemental Planes of Air and Fire. The have the same general form as beings from the Three Worlds but are composed entirely of thick, black smoke with red-hot cinders for eyes and tendrils of smoke that end in wicked claws in place of arms.

"Smoke" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "elemental (air, fire)". Smoke creatures encountered in the Three Worlds have the "extraplanar" subtype. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Change to d8.

Speed: An smoke element creature gains a fly speed of 90 feet with good maneuverability unless the base creatures has a higher fly speed.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: An smoke creature retains all the special abilities of the base creature and also gains the following ones:
  • Smoke Claws (Ex): A smoke element creature can engulf opponents by moving on top of them. It fills the air around one opponent smaller than itself without provoking an attack of opportunity. The target must succeed at a Fortitude save or inhale part of the creature. The save DC is 10 + ½ the smoke element creature's Hit Dice + the smoke element creature's Constitution modifier. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing damage each round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace. The amount of damage depends on the Hit Dice of the smoke element creature.
Hit DiceDamage Reduction
Acid Damage
1 - 3
4 - 7
8 - 11
Special Qualities: A smoke creature retains all the special qualities of the base creature, and also gains the following ones:
  • Elemental: Immune to poison, sleep, paralysis, and stunning, Not subject to critical hits.

  • Darkvision with a range of 60 feet.

  • Damage reduction (see the table to the right). If the base creature already has damage reduction, use the better value. If a smoke element creature gains damage reduction, its natural weapons are treated as magic equivalent weapons for the purpose of overcoming damage reduction.
If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.

Abilities: Modify the base creature's ability scores as follows: Dexterity +6.

Skills: Same as the base creature. If the smoke creature has an Intelligence of 4 or greater, it speaks Auran or Ignan.

Feats: Same as the base creature.

Climate/Terrain: Any land and underground.

Organization: Same as the base creature.

Challenge Rating: Variable (see below):

Hit DiceCR
Up to 4
Same as base creature
4 to 7
Base creature +1
Base creature +2

Treasure: Same as the base creature.

Alignment: Usually neutral.

Advancement: Same as the base creature.

Level Adjustment: Same as base creature +4.

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