Yet another creature making its debut in Anointing the Seer, these water elementals present a worthy foe to lower-level characters, and can be summoned by those who have the Summon Elemental power.
These water spirits flow into the mortal world from the elemental chaos. They resemble animate waves about the size of a man, with eyes and mouth visible in their foaming features. Found in streams and rivers, they can calmly babble tunes to the weary or cruelly drown the unwary. They are powerful combatants and can knock their foes down and hold them under.
Stream Spirit: Level 7 Brute
medium elemental magical beast (water) - XP 300
Initiative +15 Senses Perception +2
HP 94; Bloodied 47
AC 19, Fortitude 19, Reflex 19, Will 19
Immunity disease, poison; Resist 5 cold
Speed 5
Powers
Wave Slap - (standard melee; at will)
+10 vs. AC; 2d6 + 5 damage, and push 2.
Drowning Tide - (standard; encounter, close blast 2; recharge 5-6)
+8 vs. Reflex, 3d10 + 5 damage, slide 1, knocked prone, and one target is grabbed.
Water Affinity
As long as the Stream Spirit is within 1 square of water it receives a +1 power bonus to attack rolls and damage.
Alignment Unaligned Languages Primordial
Str 16 (+6) Dex 16 (+7) Wis 9 (+2)
Con 14 (+5) Int 7 (+1) Cha 16 (+6)
Tactics: Stream Spirits tend to lurk in bodies of water where they are impossible to distinguish from the water – it is a DC 25 Perception check to detect them before they raise up out of the water to attack. When they do attack they try to push opponents into the water and drown them by grabbing them and holding them under, or simply bludgeoning them to death.
Stream Spirit Lore
A character knows the following with a successful Arcana check:
DC 15: These elemental spirits are unpredictable and can be very dangerous.
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