ELEMENTALS are ancient beings of power who enjoy causing natural disasters based on what element they represent.
Flame Elemental: Catches something on fire. Imaginative huh? Deals 2d20 and has the chance (roll 10 or higher on a d20) to inflict Element Burn, which deals d6 every turn.
Tide Elemental: It shoots stuff with water. As usual, it’s imaginative. Deals 2d20 and has a chance (roll 12 or higher on the d20) to drown you. A character must know how to do CPR to revive them (which you can learn from First Aid), or else the drowned character must wait 3 turns before they awaken from unconsciousness.
Earth Elemental: This guy is very good at defense. It looks like a harmless pile of dirt with glowing eyes, buff looking arms with razor-sharp claws on the end, a black/brown colored satanic head… ok, so maybe it doesn’t look to harmless, but hey, the Wiseguy is all about sarcasm right? Has a 1d10 chance (roll 5 or higher) to automatically block every weapon attack for 2 turns. Magic, however, has a 1d10 chance (again, roll 5 or higher) to automatically kill it. Deals 1d20x2.
Tornado Elemental: This thing harnesses the power of air to blow its enemies to oblivion. It can pummel its enemies from up to 6 squares away, dealing 3d12 each turn. It is able to Take Flight, flying away from its enemies and able to move 8 squares at a time. While it is flying, it is only vulnerable to attacks from ranged weapons and ranged magic. It can also force an enemy with wings (i.e. an angle) to Take Flight. It can also also blow an enemy away up to 3 squares in any direction.
Storm Elemental: Zap-idy zap zap zap-idy zap zap zap zap shock zap… there, that’s its description. Deals 1d6 in a turn from up to 15 squares away. Every 3 turns it has the option to use Lightning Speed, zooming away 25 squares in a single turn.
Flame Elemental: Catches something on fire. Imaginative huh? Deals 2d20 and has the chance (roll 10 or higher on a d20) to inflict Element Burn, which deals d6 every turn.
Tide Elemental: It shoots stuff with water. As usual, it’s imaginative. Deals 2d20 and has a chance (roll 12 or higher on the d20) to drown you. A character must know how to do CPR to revive them (which you can learn from First Aid), or else the drowned character must wait 3 turns before they awaken from unconsciousness.
Earth Elemental: This guy is very good at defense. It looks like a harmless pile of dirt with glowing eyes, buff looking arms with razor-sharp claws on the end, a black/brown colored satanic head… ok, so maybe it doesn’t look to harmless, but hey, the Wiseguy is all about sarcasm right? Has a 1d10 chance (roll 5 or higher) to automatically block every weapon attack for 2 turns. Magic, however, has a 1d10 chance (again, roll 5 or higher) to automatically kill it. Deals 1d20x2.
Tornado Elemental: This thing harnesses the power of air to blow its enemies to oblivion. It can pummel its enemies from up to 6 squares away, dealing 3d12 each turn. It is able to Take Flight, flying away from its enemies and able to move 8 squares at a time. While it is flying, it is only vulnerable to attacks from ranged weapons and ranged magic. It can also force an enemy with wings (i.e. an angle) to Take Flight. It can also also blow an enemy away up to 3 squares in any direction.
Storm Elemental: Zap-idy zap zap zap-idy zap zap zap zap shock zap… there, that’s its description. Deals 1d6 in a turn from up to 15 squares away. Every 3 turns it has the option to use Lightning Speed, zooming away 25 squares in a single turn.