Uncommon Elementals, Part 7

Part 6.

Gears Elemental: 

Four mechanical legs support a headless humanoid torso with two arms. Each limb and part of the body are made from needlessly complex mechanical gears, pistons, and counterweights. Miniature versions of itself, no larger than a toad constantly skitter over its body replacing components that break or to make room for a newer design. Everytime it moves, a scattering of springs, a splattering of oil, or a handful of dust is left in its wake. These complex Gear Elementals are the final result of Fire or Earth Elementals used and abused to run machinery and mills. When one dies, their machinery continues to run for almost a minute, as the parts begin to catastrophically fail until it is reduced to a scattered pile of components. While they are in good working condition, the parts are all of different sizes, number of teeth, or otherwise so ill-fitting as to be incompatible with each other and normal craftsmans’ standards.

Gears Elementals need constant stimulation and become wrathful at the simplistic and peaceful elements of the world. To them, silence is shrill screaming and motionlessness is a migraine. While they try to surround themselves with complex activity, their alien intelligence is not suited to understanding why or how various devices function, so they often end up breaking them with their obsessive tinkering. This necessitates constant exploration to find more, and often brings them into conflict. Some are able to negotiate the aid of these elementals by trading them mechanical novelties in exchange for aid as an assistant or bodyguard. Such attempts usually fail once the ineffable mind of the Gears Elemental grows bored with some hidden pattern only it can see among the trinkets it is brought. Once that happens, the elemental is as likely to wander off as it is to attack or steal from its former employer. 

Armor Class 15 Hit Points 142 (14d10 + 56) [Huge] Speed 50 ft.

STR 18 (+4) DEX 14 (+2) CON 18 (+4)

INT 12 (+1) WIS 9 (-1) CHA 8 (-1)

Resistances Bludgeoning, Piercing, and Slashing from non magical sources, Psychic, Necrotic, Radiant

Immunities Poison damage, exhaustion, paralyzed, petrified, poisoned, unconscious

Senses darkvision 60 ft., passive Perception 9

Languages Ignan, Terran, Common

Challenge 7

Attacks:

Multiattack: This elemental makes two slam attacks. 

Slam: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. 

Shifting Simulacra: 

The Gold Elemental inflicts a cumulative -1 penalty to attack, damage, and saving throws against it made by creatures possessing items with a combined value worth more than 10, 50, 100, 500, 1,000, 5,000, 10,000, 50,000, 100,000, and 500,000. It has an attack, damage, and saving throw bonus of the same amount against those creatures.

As a free action once on each of its turns, the Gears Elemental may copy a single item held or carried by one creature within reach. That item’s functionality and abilities are copied, reproduced by rearranged gears and components that manifest on the surface of the Gears Elemental. If the item has charges or limitations, the copy has the same charges as the original has at the time of copying and the Gears Elemental can use the item with either its own or the original owner’s qualities, whichever is more beneficial. Up to three different items can be copied at one time, any additional copies replace an existing copy in the elemental’s body. Weapons, armor, gear, and magical items can be equipped and attuned by the elemental as part of the copying action, if it chooses. If usage requires an ability check or proficiency, the elemental uses its own ability scores and proficiencies or the original creatures’, whichever is more advantageous. The copies break down and are subsumed back into the elemental’s body after combat ends or after one minute, whichever is sooner.

Maddening Simplicity: 

If a creature within 120 ft. uses an action without options or choices with only a single target, the simplicity and straight-forward nature of their intent causes parts of the elemental to freeze up in horror. This causes the elemental 1d4 damage. When a creature has damaged a Gears Elemental this way using the same action on its previous two turns turns, the elemental takes an 3d4 damage instead and must make a DC 15 Charisma save to reduce the damage by half. On a failure, it loses its next action as its components lock up trying to contemplate all the different, more interesting actions the creature could have taken instead. Actions that could target multiple creatures but only target one do not count for this ability. Effects that add to a “simple” action by adding dice or secondary effects turn an otherwise simple effect into a complex one if they are able to be selectively used.

Balm of Complexity: 

Convoluted actions are a balm to the Gears Elemental. When a creature within 120 ft. uses an action that has multiple options, can have more than one target, includes optional additional effects, or involves the combined efforts of multiple sources, the elemental is healed. This healing restores 1d4 hit points of the Gears Elemental as it sprouts new components.

Battlefield Machinations: 

When a Gears Elemental takes a move action, it can force a creature within reach at any point in that movement to make a move action as well. That creature either chooses its direction of movement or its distance, minimum 5 ft. The elemental chooses the other. The creature triggers attacks of opportunity for this movement, except from the Gears Elemental, and may make a Dexterity saving throw, DC 11, to avoid any hazards encountered during the movement.

Steel Elemental

Steel Elementals are creatures of battle, and combat. They have a legless humanoid form, consisting of a roughly cylindrical torso that slides upright across the ground that is bristling with battle-damaged arms, fortifications, armor, and siege equipment. Tattered banners, flags, trumpets, tents, and metal bands are strapped across its body and it lashes out with a combination of precision and battle-fury using its six equally spaced arms made of mish-mashed weapons. These creatures are the sad result of fire and air elementals utilized in long or bloody wars, especially those where their summoners are obsessed with the outcome. Large scale combat and constant stress bend the elemental’s alien consciousness until it snaps, until it begins to revel in the destruction rather than see it as a means to an end. When fighting, its body will continue to reshape itself more efficiently, seeming to learn from its foes agility or strength, but in times of calm these insights slip from its mind as quickly as they arrived. Upon its death, a Steel Elemental topples over and spills its constituent parts to the ground. All of them are broken and useless for anything but rusted or ruined scraps.

Elementals that have twisted this way become brutish things that endlessly seek the rush of combat, hopelessly chasing the excitement to try and escape their pain. Whether they lack wisdom or are unwilling to stop long enough to think, either way they single-mindedly pursue any signs of battle. They will attack any creature they think can pose even the smallest threat to them, so they cannot be negotiated with like other elementals. Clever instigators can, however, lead Steel Elementals around like birds with a trail of bread crumbs if they can convince it that greater battle lies in the instigators chosen direction. Too long without a suitable foe or if it irrationally thinks somewhere else holds more promise and even the cleverest manipulator can find a Steel Elemental rampaging out of their control. They are sometimes used as eternal guardians of places that routinely spill out monsters or foes such as cursed tombs or dungeons connected to the hells. 

Armor Class 12 Hit Points 156 (14d10 + 70) [Huge] Speed 30 ft.

STR 16 (+3) DEX 7 (-2) CON 20 (+5)

INT 7 (-2) WIS 8 (-1) CHA 7 (-2)

Resistances Bludgeoning, Piercing, and Slashing

Immunities Poison damage, exhaustion, paralyzed, petrified, poisoned, unconscious

Senses darkvision 30 ft., passive Perception 9

Languages Ignan, Auran, Common

Challenge 7

Attacks:

Multiattack: This elemental makes three slam attacks. 

Slam: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) bludgeoning, piercing, or slashing damage as the elemental chooses. 

Shake Off the Rust: 

Ongoing battle fuels an ever growing fire within a Steel Elemental. At the start of its second turn in combat, it gains a +1 bonus to its attack rolls, damage rolls, armor class, saving throws, and opposed skill checks. This bonus increases by 1 every three turns. If the Steel Elemental has half or fewer hit points remaining, this bonus increases every two turns instead. If there are no hostile creatures in sight and the elemental received no damage since the end of its last turn, the bonus begins to fade at a rate of one point per turn. 

Painful Peace: 

Harmony and tranquility cause Steel Elementals splitting headaches. If another creature spends its action while making no hostile moves against another creature nor preparing for hostilities, the elemental takes 1d4 damage. When damage is caused this way by an action that heals hit points or repairs injuries, the damage to the elemental increases by 1d4 for every 5 hit points healed, minimum 1d4. Only lost hit points restored this way count, temporary hit points or wasted healing potential causes the elemental no added pain. The Steel Elemental makes a DC 15 Charisma save to reduce this damage by half and on a failure, loses its next action nervously sharpening its bristling weaponry. 

Battlefield Zeal: 

Whenever another creature takes damage from an attack or spell within 120 ft., the Steel Elemental is strengthened. Its implements of war shake off a bit of rust as it regains 1d4 hit points.

Blood Calls to Blood: 

As a reaction, a Steel Elemental can cause an adrenaline spike in a creature within 30 ft. at the start of their turn, granting them temporary hit points equal to half their current maximum hit points, rounded up. The Steel Elemental then takes a bonus turn at the end of that creature’s turn. The elemental does not regain any reactions at the start of this bonus turn. A creature targeted by this ability cannot be targeted again until they have completed a rest. The temporary hit points last until the creature completes a rest.

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