Elemental, Earth
Monster from medieval mythology.
Imagine earth moving and shaping itself as if it had its own will.
Sentient earth. An earth elemental.
Air Elementals are straightforward and methodical. They value patience and humility and communicate in tremors and groans.
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HD X | Armor: 6 |
Hit it: easy | Dodge it: normal |
Movement: slow |
→ How to read monster stats
This creature is living earth and is thus only affected by things that would affect earth. It has a 1/6 chance to collapse every round totally spent not in contact with a hard surface. It can shape earth at will.
Attacks (1/round)
Slam. The elemental makes a melee attack (XD4 damage). It inflicts double damage to immobile targets.
Sink. Until the end of its next turn, the elemental or an adjacent creature treats earth as water.
Create Rock (X/day). The elemental creates a X’ boulder which it can throw as a ranged attack (XD4 damage). It inflicts double damage to immobile targets.
Number : 1 Lair : Ever-shifting rocks Desire : Sleep & Flatten things
When you roll this monster on your encounter table. Most of them are hints the monster is nearby.
If the party meets this monster, what is it doing?
So, You Have Captured An Earth Elemental?
New carousing activities!
Bind the Elemental Creature
If you have captured this elemental monster, you can spend the equivalent of 3 bags of gold in a magical laboratory between two adventures to bind it to your soul. If you do so, you …
- You gain X Doom Points (roll for Catastrophe);
- You gain 1 Spell Die;
- Roll a D6, you mutate in the following way :
- Your weight doubles.
- The ground is against you.
- You attract lightning.
- You are magnetic.
- You have +1 armor.
- You can change one word from a class ability you have or a spell you know to Earth.
If you roll a Catastrophe, the elemental is released and hostile, and you lose the Spell Dice.
Conjure the Elemental Creature
If you have befriended or bound this monster, you can spend the equivalent of 2 bags of gold in a wizard library between two adventures to learn the following spell:
Conjure Air Elemental
R: 30’ D: [dice] x 10 minutes
You summon a 1D4 HD earth elemental. You may control it if it has [dice] HD or less with concentration, but otherwise the standard reaction roll and negotiating procedures apply. If a particular true name is known, it may be intoned during the casting of this spell and the named elemental will come instead.
Binding the Elemental
You gain a Spell Dice, one Doom Point and …
- … your weight doubles.
- … the ground is against you.
- … you attract lightning.
- … you are magnetic.
- … you have +1 armor.
- … the spell word earth.
If you roll a catastrophe, the elemental is released.