User:Luigifan18/Paint Elemental (3.5e Monster)

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Author: Luigifan18 (talk)
Date Created: December 15, 2017
Status: Just started
Editing: Clarity edits only please
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Small Paint Elemental Medium Paint Elemental
Size/Type: Small Elemental (Paint) Medium Elemental (Paint)
Hit Dice: 2d8+2 (14 hp) 4d8+8 (26 hp)
Initiative: +0 +0
Speed: 10 feet, 30 feet fly (clumsy) 15 feet, 40 feet fly (poor)
Armor Class: 14 (+1 size, +3 natural armor), touch 11, flat-footed 14 17 (+1 Dex, +6 natural armor), touch 11, flat-footed 16
Base Attack/Grapple: +1/−3 +2/+3
Attack:
Full Attack:
Space/Reach: 5 feet/5 feet 5 feet/5 feet
Special Attacks: Engulf (DC 11; 2d6 damage/round), poison (DC 13; 1 Str, 1 Dex, 1 Con primary & secondary) Engulf (DC 13; 3d6 damage/round), poison (DC 16; 1 Str, 2 Dex, 1 Con primary & secondary)
Special Qualities: Regeneration 4 (bypassed by water and cold), rapid healing 1, damage reduction 1/slashing, flight (30 feet, clumsy), Made of Art (100%), Vulnerable to Water, blindsense (30 feet), elemental traits Regeneration 8 (bypassed by water and cold), rapid healing 2, damage reduction 2/slashing, flight (40 feet, poor), Made of Art (100%), Vulnerable to Water, blindsense (40 feet), elemental traits
Saves: Fort +4, Ref +3, Will +4 Fort +6, Ref +5, Will +6
Abilities: Str 10, Dex 10, Con 12, Int 14, Wis 12, Cha 15 Str 12, Dex 12, Con 14, Int 16, Wis 14, Cha 18
Skills:
Feats:
Environment: The Art Flow The Art Flow
Organization: Solitary Solitary
Challenge Rating: 2 4
Treasure: Triple standard Triple standard
Alignment: Almost always true neutral (occasionally chaotic neutral or lawful neutral) Almost always true neutral (occasionally chaotic neutral or lawful neutral)
Advancement: 3 HD (Small) 5-7 HD (Medium)
Level Adjustment:


'


Combat[edit]

Regeneration (Su): A paint elemental has regeneration equal to twice its HD. This regeneration can be bypassed by water and cold damage, and is outright suppressed if the paint elemental is soaked or frozen, in which case it does not resume working until the paint elemental is completely dry has regained its normal viscosity (i.e. is roughly as wet as paint would normally be). Any lethal damage inflicted while the regeneration is suppressed remains as lethal damage. It can also be suppressed by an antimagic field, but in that case, the regeneration resumes working as soon as the antimagic field has gone away.

Rapid Healing (Su): A paint elemental has rapid healing equal to half its Hit Dice. This rapid healing is suppressed if the paint elemental is soaked or frozen, in which case it does not resume working until the paint elemental is completely dry has regained its normal viscosity (i.e. is roughly as wet as paint would normally be). It can also be suppressed by an antimagic field, but in that case, the rapid healing resumes working as soon as the antimagic field has gone away.

Flight (Su): A paint elemental's connection to the Art Flow enables it to fly astoundingly well, to the point where they are second only to air elementals in raw speed and maneuverability. However, its flight is suppressed if the paint elemental is soaked or frozen, in which case it does not resume working until the paint elemental is completely dry has regained its normal viscosity (i.e. is roughly as wet as paint would normally be). It can also be suppressed by an antimagic field, but in that case, the paint elemental is able to fly again as soon as the antimagic field has gone away.

Made of Art (Ex): Paint elementals are composed entirely of energy from the Art Flow. As such, they have strong regenerative and flight capabilities, but water hurts them incredibly badly.

Vulnerable to Water (Ex): Because paint elementals are literally living blobs of Art Flow energy, they are thoroughly wrecked by water and cold. Paint elementals take twice as much damage from water and cold attacks; if a water or cold attack does not deal damage, the paint elemental instead takes a −4 penalty on its saving throw. A paint elemental that is completely immersed in water loses 50% of its health per round of immersion – which means that a paint elemental that gets dropped in the ocean, or worse yet, the Elemental Plane of Water is as good as dead. (A paint elemental that's only half-immersed in water loses only 25% of its health each round, which means it's dead in 4 rounds instead of 2.)

Engulf (Ex): A paint elemental can attempt to encase its foe inside its body just by crudely ramming itself into them, and proceed to fill them with its essence. Attempting to engulf a creature is a standard action. A paint elemental can engulf a creature of the same size category as itself or smaller. It cannot make a slam attack during a round in which it engulfs. The paint elemental merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the elemental, but if they do so, they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the elemental moves forward. Engulfed creatures take 1d6 damage per round for every HD of the paint elemental that is not a multiple of 3 and are subject to the elemental’s poison (the strength of which is dependent on the elemental's HD; the poison at base deals 1 Strength, 1 Dexterity, and 1 Constitution damage, and one of those is improved by 1 every 3 HD in a pattern of Dexterity, Constitution, Strength), and are considered to be grappled and trapped within its body. The save DC for the engulf itself is Strength-based. The save DC for the poison can be either Constitution-based or Charisma-based, whichever is better.



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