Monday, August 7, 2017

Elementals of Monvesia

In order to accommodate a world with a paradigm that includes six elemental forces, new monsters need to be introduced in order to support them.  Below are new variants on creatures fundamental to the game:  elementals and genies of light and void.

Elementals


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Light Elemental

A light elemental is a radiant personage hovering in midair; its exact features are hard to distinguish, but limbs and head are often discernible.  Sometimes, it appears as little more than a pillar of light.  As a being of pure radiance, it is the fastest of all elementals--gliding through the air or across the land with equal ease.


Light Elemental

Large elemental, altruist {neutral}
  • Armor Class 13
  • Hit Points 90 (12d10 + 24)
  • Speed 120 ft., fly 120 ft.
STR 10 (+0)  DEX 18 (+4)  CON 14 (+2)  INT 6 (-2)  WIS 10 (+0)  CHA 8 (-1)
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison, radiant
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Luman
  • Challenge 5 (1,800 XP)
Light Form. The elemental can move through a space as narrow as 1 inch wide without squeezing.  A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) radiant damage.  In addition, the elemental can enter a hostile creature's space and stop there.  The first time it enters a creature's space on a turn, that creature takes 5 (1d10) radiant damage.
Illumination. The elemental sheds bright light in a 45-foot radius and dim light in an additional 45 feet.
Shadow Susceptibility. For every 5 feet the elemental moves in partial darkness, it takes 1 necrotic damage; for every 5 feet the elemental moves in total darkness, it takes 2 necrotic damage.

Actions
Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (2d8 +3) radiant damage.  If the target is a flammable object, it ignites.


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Void Elemental

A mass of inky-black tendrils hangs to itself in a vague copy of a humanoid shape.  A void elemental is a walking emptiness and nothingness, capable of turning itself into a vacuuming vortex--pulling victims in, then tossing them aside.

Void Elemental

Large elemental, nihilist {neutral}

  • Armor Class  15
  • Hit Points 102 (12d10 + 36)
  • Speed  50 ft.
STR 10 (+0)  DEX 15 (+2)  CON 17 (+3)  INT 6 (-2)  WIS 10 (+0)  CHA 8 (-1)
  • Skills Stealth +5 (+7 in dim light or darkness)
  • Damage Resistances  bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities necrotic, poison
  • Condition Immunities  exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses  darkvision 60 ft., passive Perception 10
  • Languages Vacuan
  • Challenge  5 (1,800 XP)
Shadow Form. The elemental can enter a hostile creature's space and stop there.  It can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth.  While in dim light or darkness, the elemental can take the hide action as a bonus action. 

Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
Hit: 11 (2d8 +2) necrotic damage.
Vacuum (Recharge 4 - 6). Each creature in the elemental's space must make a DC 11 Strength saving throw.  On a failure, a target takes 13 (3d8) bludgeoning damage and is flung up to 20 feet away from the elemental in a random direction and knocked prone.  If a target strikes an object, such as a wall or floor, the target takes 3 (1d6) damage for every 10 feet it was thrown.  If the target is thrown at another creature, that creature must succeed on a DC 11 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.


Genies


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Khodam

Benevolent and protective, the khodam originate from the Elemental Plane of Light.  Lean and toned, they have golden skin and silvery eyes.  Khodam do not have the same pride as other genies, preferring plain, simple robes that preserve their modesty.  In order to highlight their natural beauty, few khodam wear jewelry of any kind.
Guardian Angels.  Because of their benevolent nature, khodam have gained a reputation as "guardian angels."  If asked for aid, a khodam will not refuse so long as doing so in within one's power--and so far as it is not insulted with the promise of reward or gain.  They watch over mortals and other lesser beings, guiding them away from danger--and sometimes even stepping in the way themselves.  They do not keep slaves as other genies do, and accept the role of servitor themselves as readily as the djinn.
Khodam Communes.  Without slaves, most khodam live in austere, self-sustaining communes.  These well-lit structures favor open courtyards, reflective or transparent surfaces, and white or prismatic stone.  Beauty is simplicity, and glass is held of equal value to crystal among these genies.
Lords of Light.  Light is as air to the khodam, which sustains them as a breath of life.  A khodam can freely command light, redireting and refracting it as is necessary.  When one appears, it often does so in a pillar of light; and when a khodam flies, its lower body transforms into a prismatic spray.

Khodam

Large elemental, altruist {lawful good}
  • Armor Class  17 (natural armor)
  • Hit Points  161 (14d4 + 84)
  • Speed  30 ft., fly 90 ft.
STR 21 (+5)  DEX 15 (+2)  CON 22 (+6)  INT 15 (+2)  WIS 16 (+3)  CHA 20 (+5)
  • Saving Throws  Dex +6, Wis +7, Cha +9
  • Damage Immunities lightning, radiant
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Luman
  • Challenge11 (7,200 XP)
Elemental Demise. If the khodam dies, its body disintegrates into a flash of light and a briefly lingering aurora, leaving behind only equipment the khodam was wearing or carrying.
Innate Spellcasting. The khodam's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
  • At will:  detect evil and good, detect magic, light
  • 3/day each:  remove curse, sunbeam, tongues
  • 1/day each:  banishment, conjure elemental (light elemental only), gaseous form, invisibility major image, plane shift

Actions
Multiattack. The khodam makes three spear attacks.
Spear. Melee Weapon Attack: +9 to hit, reach 5 ft. or rage 20/60 ft., one target
Hit: 12 (2d6 + 5) piercing damage plus 3 (1d6) radiant damage.
Create Sunbeam. A 5-foot-radius, 30-foot tall pillar of light magically forms on a point the khodam can see within 120 ft. of it.  The sunbeam lasts as long as the khodam maintains concentration (as if concentrating on a spell).  Any creature but the khodam who enters the sunbeam must succeed on a DC 19 Constitution saving throw or be struck prone by it.  The khodam can move the sunbeam up to 60 ft. as an action.  The sunbeam ends if the khodam loses sight of it.
A creature can use its action to free itself by succeeding on a DC 19 Constitution check.  If the check succeeds, the creature is no longer prone and moves to the nearest space outside the sunbeam.

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Shaitan

The eternal decay of the Elemental Plane of Void is home to the shaitin, where they have developed an immunity to its necrosis. Muscular and dark-skinned, they adorn themselves in red and black silks, rubies, obsidian, and silver.  When a shaitan flies, it transforms its lower body into a swirling black mass of emptiness.
Eternal Pessimists.  Survival is a struggle against inevitable decay; therefore, wealth cannot be measured in wealth, but longevity.  A shaitan is ever aware that death is coming, so views the accumulation of material goods as frivolous.  Understanding that servitude is just the decay of independence, shaintin can accept that role--every pitying themselves.
Princes of the Void.  Shaitin wield darkness the way an efreet can wield fire, creating it a whim and spreading it where they may.  Within this darkness is the entropy of the void, draining the life from any caught within it.

Shaitan

Large elemental, chaotic evil
  • Armor Class  17 (natural armor)
  • Hit Points  200 (16d10 + 112)
  • Speed  40 ft., fly 60 ft.
STR 22 (+6)  DEX 12 (+1)  CON 24 (+7)  INT 15 (+2)  WIS 15 (+2)  CHA 16 (+3)
  • Saving Throws  Int +7, Wis +6, Cha +7
  • Damage Immunities cold, necrotic
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Vacuuan
  • Challenge  11 (7,200 XP)
Elemental Demise. If the shaitan dies, its body disintegrates into a whisp of inky black tendrils, leaving behind only equipment the shaitan was wearing or carrying.
Innate Spellcasting. The khodam's innate spellcasting ability is Charisma (spell save DC 17, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
  • At will:  detect magic
  • 3/day each:  darkness, tongues
  • 1/day each:  blight, conjure elemental (void elemental only), gaseous form, invisibility, major image, plane shift

Actions
Multiattack. The shaitan makes two mace attacks.
Mace. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit:  13 (2d6 +6) bludgeoning damage plus 7 (2d6) necrotic damage.
Void Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target.
Hit: 17 (5d6) nerotic damage.  The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken.  This reduction lasts until the target finishes a long rest.  The target dies if this effect reduces its hit point maximum to 0.


Other Monsters

According to a note in the Rules Cyclopedia, shadows are not undead; to honor the setting's BD&D roots, this distinction is maintained in Monvesia.  Instead, shadows are elementals native to the Necrosphere.  As elementals, they still don't require air, food, drink, or sleep.

Similarly, will-o'-wisps are also re-lassified as void elementals--with an appearance similar to black-lights.  Their shock ability deals necrotic damage.

Due to their nature as being of pure entropy, devourers are also re-classified as void elementals.  They are neither mere undead nor are they angels in service to the aeons--so they must be beings of the sphere's elemental core.  To accommodate this, all devourers also have a visible aura of darkness, similar to an azer's flames.

Elemental Evil

The Princes of the Apocalypse storyline introduces elemental myrmadons and elemental princes.  The equivalent light and void variants will not be presented here until I have the need or opportunity to adapt this story to Monvesia.  I am torn whether or not I want to use this or Curse of Strahd as my first story arch in this setting.

Edited September 3, 2017.

2 comments:

  1. The Sea of Stars also works on the six element model, though the fifth and sixth there are Light and Darkness. And light has a variety of odd subtypes . ..

    Some thoughts about Elementals in my campaign here: http://wp.me/pylJj-2cN

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    Replies
    1. Thank you for sharing! I will take a look.

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