kevin_video
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A 2e adventure I found has a darkness elemental near the final boss encounter, and of course it's not already converted. I'm very new to doing this kind of thing, but was given a few pointers by Sean Reynolds on how to properly read the Monster Creation table, but it's still an art form to accurately build them for a standard party to fight.
So, here's my take on it. Let me know what you guys think.
Note that I've only done the elder version right now because that's currently what I'm requiring for the adventure.
Original version can be found here.
CR 12
XP 19,200
NE Huge outsider (elemental, extraplanar, incorporeal)
Init +14; Senses blindsight 60 ft., darkvision 60 ft.; Perception +20
——-DEFENSE——-
AC 27, touch 27, flat-footed 16 (+10 Dex, +1 dodge, +8 deflection, -2 size)
hp 161 (17d10+68)
Fort +11, Ref +20, Will +10
DR 10/—; Immune cold, elemental traits
Weaknesses light sensitivity, vulnerablity to positive energy
——-OFFENSE——-
Speed fly 60 ft. (perfect)
Melee 2 incorporeal touches +25 (2d8 plus 4d8 cold plus blindness)
Space 15 ft.; Reach 15 ft.
Special Attacks blinding shadow, shadow mastery
Spell-Like Abilities (CL 8th; concentration +16)
3/day—deeper darkness
——-STATISTICS——-
Str —, Dex 31, Con 18, Int 10, Wis 11, Cha 27
Base Atk +17; CMB +25; CMD 46
Feats Cleave, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Mobility, Power Attack, Spring Attack
Skills Acrobatics +30, Bluff +20, Fly +30, Knowledge (planes) +20, Perception +20, Stealth +22
SQ death throes, hide in plain sight
——-SPECIAL ABILITIES——-
Blinding Shadow (Su): A successful hit also allows the darkness elemental to blind its target by wrapping it in its own shadow unless a Fort save (DC 22) is successful. This blindness can be removed only by casting a remove blindness or heal spell, or by exposing the victim to full sunlight.
Death Throes (Su): If the darkness elemental is killed, it explodes in a flash of swirling negative energy that affects all within a 50-foot radius. Living creatures within the area take 8d8 points of negative energy damage (Reflex DC 22 for half). Negative energy-based creatures and undead gain hit points equal to the amount of damage the death throes would have otherwise dealt (see Negative Energy Attacks regarding temporary hit points and doubling hit points). The save DC is Constitution-based.
Shadow Mastery (Ex): A darkness elemental gains a +1 bonus on attack rolls and damage rolls if both it and its foe are in an area of darkness or shadowy illumination. While in an area of bright light (such as sunlight or that caused by a daylight spell), shadow elementals take a -4 penalty on attack rolls and damage rolls.
Summoned by elder priests of dark gods, darkness elementals are creatures of pure negative life energy, the distilled spirit of undeath, decay, and the night. They can be summoned only at midnight or deep underground, and few stay for more than a single night.
ECOLOGY
Environment Plane of Negative Energy, Plane of Shadow
Organization solitary, pair
Treasure none
kevin_video
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This looks really cool :) Does the damage of the melee attack already take into account the 1/2 damage to corporeal creatures or does that get factored in separately?
It's already factored in. I was looking at some other incorporeal elementals from 3.0 and 3.5, and it didn't factor it in so the damage die was twice as big. Remembering the half damage after you've dealt it is too much math for me to take into consideration as a DM, hence why it's lower damage die than what you probably would see in other builds. The shadow elementals from WotC had the damage at 6d6+ cold and higher, as well as the touches doing damage by themselves.