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Humor Elementals

Humor Elemental

A rippling mass of distorted, dripping psychic energy in the form of an animal. Waves of complex emotions and imbalanced mental energies roll of the creature’s body in waves. It lashes out with tendrils and thrown spikes of psychic energy.

Small elemental, neutral

Armor Class 14

Hit Points 30 (3d10 + 9)

Speed 40 ft.

STR –

DEX –

CON –

INT 10 (-1)

WIS 14 (+2)

CHA 17 (+3)

Damage Resistances Acid, Cold, Fire, Lightning, Necrotic, Radiant, Thunder; 

Bludgeoning, Piercing, and Slashing from non magical sources

Damage Immunities Poison

Condition Immunities exhaustion, grappled, poisoned, prone, restrained

Senses darkvision 30 ft. (increases with its aura), passive Perception 11

Languages Humor elementals can communicate telepathically with any sentient creature

Challenge 3 (700 XP)

Closely mimicking the four main physical elemental planes, emotions and temperaments manifest in their purest form in realms branching off of the astral plane. It is from these creatures that the oldest philosophers formed their first theories of the mind and soul; each of these humor elementals represented a large portion of related emotions and personalities. Many have proposed theories about the relationship between Humor Elementals and Emotion Elementals: that Humor Elementals are fully developed Emotions, merged Emotion Elementals, or the parents of Emotion Elementals. None of these theories have been witnessed or reproduced, at least partially owing to the hostility the Humor Planes have to physical creatures and mortal beings.

When they manifest in the material world or any other material plane, it is most often by being summoned, where they are bound into service for some particular task. They tend to take on symbolic meanings in their forms, often animals, items, or icons strongly associated with their nature. A decadent and reckless red lion is a common shape taken by Sanguine elementals. A huge, black mastiff of stalking depression made from swirling energy is the preferred form of Melancholic elementals. Phlegmatic elementals like to appear as translucent crocodiles, great lumbering and ancient ambush predators. A giant bull of taut yellow cords of energy is the preferred shape of Choleric elementals. Even creatures without any special senses into emotion auras can see the colorful psychic energies that exude from their incorporeal bodies. While they are technically weightless, they project a psychic force to attack their foes or against thinking creatures attack their minds directly with concentrated passions. As a whole, they greatly dislike being on the material plane and are hostile to every creature they haven’t been magically prevented from attacking. When destroyed they dissipate and reform in their native region of the astral plane. 

While significantly more intelligent than the more common physical elemental, they are limited in their thought patterns and problem-solving by their nature as one temperament. This can make them predictable and useful for the careful conjurer. Sanguine elementals are likely to excel in situations where social engagement or bravado is useful. Choleric elementals are willful and independent but violent and vengeful, making for relentless defenders or warriors against the right target. Phlegmatic elementals are guarded and introspective while patient and strategic, making great ambushers, tacticians, and lieutenants. Melancholic elementals are solitary perfectionists who make for powerful familiars or stalking hunters.

As humor elementals age, the psychic weight they manifest with increases, enlarging their forms and making them more resilient to harm. The power they can put behind their attacks and abilities also increases as they gain more finesse with applying their emotional energies to mortal minds. For every 3 hit dice, increase the elemental’s size by one step and the die size of their slam attacks by one step. For each size increase, the elemental gains +1 charisma.

Psychic Form:

Humor elementals’ forms are mental constructs they project through sheer force of personality. While they can lash out with psychic force, they have no physical body except as they choose to project. They may move through a gap as small as 1 inch without squeezing and may share space with a physical creature without penalty. Their form is translucent and incorporeal and does not block sight or sound. While an observer would see their form shrink to fit in whatever space they occupy, to those who the humor elemental is aware of, the elemental retains its size and the physical space appears to warp and bends around them. If it ends its turn inside a solid object, it takes 5 (1d10) force damage. It uses its Charisma in place of its physical ability scores.

Humor Aura:

As a manifestation of one of the four humors, Humor Elementals exude the embodiment of their personality in the area around them. Sentient creatures within 30 ft. suffer penalties when they work against the influence of the Humor, based on its type. For humor elementals larger than small size, increase the radius of the aura by 30 ft. and the maximum penalty by 2 for each size category. 

Sanguine Elemental: Incite Frivolity

If a creature within the aura uses its action to perform the same action (attack, dash, cast a spell, use an item, attempt a skill check, make a new save, etc.) that creature takes psychic damage equal to its own Charisma modifier, minimum 1. Additionally, the creature suffers an increasing -1 penalty while in the aura to any repeated actions, to a maximum of -5: applied to skill checks, attack rolls, and ability DC’s. This penalty returns to 0 when the creature uses their action within the aura to perform an action different from any they’ve performed in the last five round or if they spend their action performing a skill or attack for which they are not proficient.

Melancholic Elemental: Induce Paranoia

If a creature within the aura is adjacent to a non-hostile creature for the first time on its turn, it takes psychic damage equal to its own Intelligence modifier at the end of its turn, minimum 1. Additionally, the creature suffers an increasing -1 penalty on its actions if it was adjacent to an non-hostile creature at any point during its turn, to a maximum of -5. This penalty returns to 0 when the creature uses its action while inside the aura but not adjacent to or within reach of a non-hostile creature, or if they use that action to attack or harm a non-hostile creature.

Phlegmatic Elemental: Implant Anxiety

If a creature within the aura fails a skill check, misses an attack, or has its target succeed on a saving throw, the creature suffers psychic damage equal to its own Wisdom modifier, minimum 1. Additionally, the creature suffers an increasing -1 penalty to its skill checks, attack rolls, and ability DC’s for each consecutive failed check it has suffered, maximum of -5. This penalty returns to 0 when the creature succeeds on a skill check, hits with an attack, has their target fail a save, or does not use its action on its turn. 

Choleric Elemental: Inflame Passions

If a creature within the aura does not use its action to hit a creature with a targeted attack, that creature takes psychic damage equal to its own Constitution modifier at the end of the turn, minimum 1. Additionally, the creature suffers an increasing -1 penalty to its actions on each turn that it has not hit a creature with a targeted attack, to a maximum of -5. This penalty returns to 0 when the creature succeeds on striking a creature or spends it action to dash, moving as close as possible to a hostile creature.

Clashing Personalities:

If a creature makes a skill check with the attribute diametrically opposed to the elemental’s nature while within its Humor Aura, it is toxic to the Humor Elemental. Should the result of the skill check be greater than or equal to the elemental’s AC, the elemental takes 1d6 psychic damage. Increase the die size of this damage by one step for every five greater than their AC the result is. Humor Elementals of a size greater than small take an additional die of damage per size category larger.

Melancholy: INT vs Sanguine CHA, 

Phlegmatic: WIS vs Choleric CON

Infest: 

The humor elemental disperses their form into a thin mist that races into and surrounds the body of a target creature within its reach as an action. The target creature must be conscious and not infested by another elemental. If the creature fails a Charisma saving throw, DC 13, against this charm effect, the Humor Elemental begins a battle for control over their physical form. On this turn and each of its turns while it occupies the host’s body, it may use its action to force the host’s body to take an action it is capable of, including using the abilities, items, or spells available to it. It may use its move action to leave the host without triggering an attack of opportunity. From the start of its turn until the start of the host’s turn, psychic energy roils across the surface of the host’s body and if any damage would be dealt to the host, that much damage is dealt to the elemental and half that much is dealt to the host. While infesting a host, their humor aura continues to function but they cannot use their other skills or abilities and they are no longer considered incorporeal. The elemental and the host’s body during the elemental’s turn are immune to the aura’s effects.

An infested host is awash with the powerful personality of the elemental and has advantage on rolls using the attribute associated with humor elemental infesting them. From the start of the host’s turn until the beginning of the elemental’s turn, this energy is subdued and the host creature takes full damage, while the elemental is dealt half that much damage, rounded down. As an action, the host may attempt a new save to force the humor elemental out. If the host creature has proficiency in the attribute associated with the elemental, they have disadvantage on saving throws against Infest. Once expelled, an emotion elemental cannot infest the same creature until they complete a long rest.

Attacks:

Multiattack: A humor elemental makes at additional attack when above 6 HD, 12 HD, and 18 HD. 

Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) force damage. 

Humor Shard: Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 4(1d8) psychic damage. If the target creature is proficient in the elemental’s associated attribute, this attack has advantage and deals +2 damage. Increase the damage of Humor Shard by one die for each size category larger than small the elemental is, rather than increasing its die size.

Roiling Gaze (Recharge 4-6): A projected beam of raw personality sweeps across, hitting creatures in a 30 ft. cone and assaulting their sense of self. Each creature in that area of effect must make a Charisma save, DC 13. On a failed save, those creatures take 14 (3d8) psychic damage, or half that much on a successful saving throw. Creatures proficient in the elemental’s associated attribute have disadvantage on this saving throw. Increase the damage of Roiling Gaze by 2d8 for each size category larger than small the elemental is. The size of its Roiling Gaze increases when its aura does.

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