Monday, January 3, 2011

General Rules: Monsters - Storm Kin

Storm Kin (from the Creature Collection)
Medium Elemental

Hit Dice: 10d8+40 (85 hit points)
Initiative: +1
Speed: 60 feet, fly 60 feet (good), swim 60 feet
Armor Class: 14 (+1 Dexterity, +3 natural); touch 11, flat-footed 13
BAB/Grapple: +6/+11
Attack: Slam +11 melee (2d6+5, bludgeoning, 20 x2)
Full Attack: Slam +11 melee (2d6+5, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Elemental eruption
Special Qualities: Darkvision 60 feet, DR 8/+2, elemental, immunities, locate element
Saves: Fortitude +11, Reflex +4, Will +9
Abilities: Str 20, Int 13, Wis 19, Dex 12, Con 19, Cha 14
Skills: Hide +8, Knowledge: Nature +15
Feats: Iron Will
Environment: Cataclysms, natural disasters, and any large assembly of elementals
Organization: Solitary or pack (2 - 8)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 11 - 15 HD (Large); 16 - 25 HD (Huge)

Storm kin are the spirits of nature commonly associated with natural disasters such as hurricanes, volcanic eruptions, tsunamis, and earthquakes. Legend says that any who face and defeat one of the storm kin at the heart of the cataclysm it inhabits can dispel the elemental phenomenon itself. Many have tried, and many are the charred and battered bodies of those heroes who believes they could best a volcano, a tornado, or a tidal wave.

Storm kin will sometimes coalesce into packs to bring about truly magnificent displays of elemental fury; a group of four or more storm kin can easily consume a large forest with fire or raze a coastal city with a combination of tsunamis and hurricane winds. Finding and defeating a storm kin when they work in concert is a daunting if not impossible task, but if brave adventurers will not or cannot stop them, entire civilizations might be snuffed out by these zealous forces of nature.

Combat
If its foes have not been burned or blasted to death by whatever cataclysm the elemental resides in, a storm kin will focus all the elemental might it can summon against them. If the disaster is large enough, the storm kin may stay hidden and direct the storm or conflagration from afar, letting it consume the hapless victims without making the elemental itself vulnerable.

Elemental Eruption (Su): Storm kin command wild eruptions of elemental force that they can use as weapons if provoked. Outside of their particular cataclysm, storm kin can turn small manifestations of elemental phenomena into enormous ones. Light rain becomes a monsoon or a terrible hail storm, and cook fires flare into infernos. Targets of these attacks take 2d6 points of damage per round of eruption.

While inhabiting its particular disaster, on the other hand, the storm kin can inflict devastating amounts of damage - winds lift its victims off the ground and blow them into cliffs, storm surges smack victims flat and suck them down into the depths in an overwhelming undertow, and lava wells up from the ground itself to burn victims alive. Targets of these catastrophic attacks take 10d6 points of damage per round as they are engulfed by nature's most destructive energies. A successful DC 17 Reflex save halves the damage. Should the storm kin leave the area of its eruption, the effects subside in 2d4 rounds.

Immunities (Ex): Storm kin are immune to all elemental effects, including lightning, fire, and cold. They are also immune to polymorph effects.

Locate Element (Ex): A storm kin is able to sense any manifestation of elemental energy, like high winds, a river, or a campfire, within 500 feet of itself.

Elemental: Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe. Cannot be raised, reincarnated, or resurrected except by limited wish, wish, miracle, or true resurrection.

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