Creating an Elemental Conglomerate

"Elemental conglomerate" is an inherited template that may be added to any standard elemental of any size (referred to hereafter as the "base creature"). The creature's type remains unchanged, but it adds a new elemental subtype — air, earth, fire or water. The conglomerate uses all of the base creature's statistics and special abilities excepted as noted here.

This template can be added up to three times to a base creature, but a different elemental subtype must be chosen each time. The creature's original subtype may not be selected in any application of this template. Thus, for example, the fire elemental conglomerate template can be added to a water elemental, but the water elemental conglomerate template could not. Furthermore, the fire elemental conglomerate template cannot be added a second time.

Hit Dice: Increase all current and future Hit Dice by one die size (d8 to d10 for the first application of this template, d10 to d12 for the second). If this template is added to a triumvirate elemental to make a primal elemental, there is no increase in Hit Die type, but the creature receives +1 hit point per Hit Die.

Speed: If the fire subtype is added, increase the creature's base speed by 10 feet. If the earth subtype is added, the creature receives a burrow speed equal to one-half its base speed. If the water subtype is added, the creature receives a swim speed equal to its base speed. If the air subtype is added, the creature receives a fly speed equal to its base speed, with good maneuverability.

Armor Class: The base creature's natural armor bonus increases by +1 per size category (i.e., +1 for Small elementals, +2 for Medium elementals, and so on).

Attack: As the base creature, except that each hit from the slam attack scores one or more bonus points of damage. This bonus damage is in addition to any existing bonus damage (e.g., the fire damage scored by fire elementals). Small and Medium elementals add +1 damage, Large and Huge add +2, greater add +3, and elders add +4. Bonus damage is fire if the fire subtype is added, cold if the water

Table 5-3: Spell-Like Abilities by Conglomerate Type

Name

Spell-Like Abilities Gained

Dust

Stinking cloud

Ice

Blizzard*

Lava

Fireball

Mud

Transmute rock to mud

Spark

Lightning bolt

Steam

Fiery pillarft

Geyser

Acid fog

Pyroclastic

Incendiary cloud

Sandstorm

Prismatic ray

Volcanic

Meteor swarm

Primal

Frost nova*, immolation*, light-

ning shield*, prismatic sphere ning shield*, prismatic sphere

Jji/dx

subtype is added, electricity if the air subtype is added, and acid if the earth subtype is added.

Special Attacks: An elemental conglomerate keeps the special attacks of the base creature, but also gains the following additional special attacks.

Elemental Mastery (Ex): A conglomerate adding the air, earth, fire or water subtype gains the appropriate subtype mastery. Thus, for example, adding the air subtype to an elemental conglomerate provides the creature with air mastery, so that airborne creatures take a -1 penalty on attack and damage rolls against the conglomerate.

Breath Weapon (Ex): An elemental conglomerate gains a breath weapon appropriate to the added subtype (acid for earth subtypes, cold for water, electricity for air, and fire for fire). The breath weapon takes the form of a cone extending out to 40 feet. All creatures in the area of effect suffer 1d8 points of damage per 2 HD possessed by the original creature, with a Reflex save (DC 10 + 1/ 2 the conglomerate's HD + the conglomerate's Con bonus) for half damage. The conglomerate can breathe no more than once per 2d4 rounds. If this template is added more than once, each breath weapon is treated individually, but the creature must wait at least 1 full round between each breath regardless of type.

Special Qualities: An elemental conglomerate keeps the special qualities of the base creature and adds the following special qualities depending upon its subtype.

Spell-Like Abilities: Depending on its new nature, an elemental conglomerate can employ the following spell-like abilities three times per day. Each is cast as if by a sorcerer of the conglomerate's HD. If the conglomerate does not have enough HD to cast the listed spell, that ability cannot be employed.

Fast Healing (Ex): If an elemental conglomerate is in contact with any element corresponding to any of its subtypes, it gains fast healing equal to one-half its HD. Thus, for example, a Huge mud elemental (base HD 16) would have fast healing 8 as long as it is in contact with either earth or water.

Cancelled Immunities and Vulnerabilities (Ex): If a fire elemental adds the water elemental conglomerate template, it loses its immunity to fire and vulnerability to cold.

Languages: An elemental conglomerate can speak the language appropriate to the added subtype (Ignan for fire, Auran for air, Terran for earth, and Aquan for water).

Base Save Bonuses: Adding the air or fire elemental subtype adds a +1 bonus on Reflex saves per elemental size category (in the same manner that natural armor improves). Adding the earth or water elemental subtype adds a +1 bonus on Fortitude saves.

Abilities: Adding the air or fire elemental subtype increases the conglomerate's Constitution by + 1 per size category and its Dexterity by +2 per size category. Adding the earth or water elemental subtype increases the conglomerate's Constitution by +1 per size category and its Strength by +2 per size category.

Feats: The air elemental subtype adds Flyby Attack as a bonus feat; the earth or water elemental subtype adds Power Attack; the fire elemental subtype adds Dodge.

Organization: Always solitary.

Challenge Rating: Same as the base creature +2.

Treasure: None.

Alignment: Always neutral.

Advancement: By character class.

Level Adjustment: Same as the base creature +4.

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Responses

  • franca
    What is the subtype of a conglomerate?
    3 years ago

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