Thursday, April 21, 2011

Druids as Monsters Redux Part 2

Continuing with my thoughts from my last post, here are the stats for the other three classifications of Druids for use in my own version of the Temple of Elemental Evil:

Air Druids

Number Appearing: 1d6
% in Lair: 30%
Alignment: Chaotic
Armor Class: see below
Move: 120' (see below)
Hit Dice: 1 to 7
Attacks: 1 (damage see below)
Special: see below
Save: C1 for every HD
Morale: 10
Hoard Class: XVIII
XP: 1HD=10; 2HD=29; 3HD=65; 4HD=190; 5HD=650; 6HD=1320; 7HD=1840

These Chaotic cultists are completely dedicated to the annihilation of the self into becoming one with the element of air. Within the cult there are eight "circles" that the cultists advance through. Each circle as a corresponding power:
  • 1HD = the cultist begins their journey to "union" by learning how to manipulate the air that is immediately about their person. The first application is effectively making a shell of swirling air. This grants the cultist an effective AC 2 against missiles and an AC 4 against other attacks
  • 2HD = The cultist learns how to project his control of air at a distance. The result is a line-of-sight attack with no range penalties that does 1d6+1 points of damage. The cultist may fire off a number of these attacks per round equal to their HD/2 rounded up.
  • 3HD = The cultist begins to learn to integrate the air around them into their own flesh. As a result they may Levitate as per the spell at will.
  • 4HD = The cultist can now project much of their own physical self into the air around them. As a result they cast create an Obscuring Mist as per the spell once per turn.
  • 5HD = As the cultist becomes more aware of their own presence in the air around them, they begins to radically affect the air around them. They can create a Gust of Wind as per the spell at will.
  • 6HD = The cultist is now able to control air at a molecular level, able to create friction within the air itself. The result is massive amounts of static electricity which can be focused into a Lightning Bolt, as per the spell, 3 times per day.
  • 7HD = At this point, the cultist is almost completely one with their chosen element. They are able to Fly as per the spell at will.
The eighth circle is the final transformation of the cultist into an 8HD air elemental. Whatever humanity and personality they had is completely destroyed. They have completely given themselves up in order to become one with air.

Fire Druids

Number Appearing: 1d6
% in Lair: 30%
Alignment: Chaotic
Armor Class: see below
Move: 120' (see below)
Hit Dice: 1 to 7
Attacks: 1 (damage see below)
Special: see below
Save: C1 for every HD
Morale: 10
Hoard Class: XVIII
XP: 1HD=13; 2HD=38; 3HD=95; 4HD=300; 5HD=950; 6HD=1820; 7HD=2790

These Chaotic cultists are completely dedicated to the annihilation of the self into becoming one with the element of fire. Within the cult there are eight "circles" that the cultists advance through. Each circle as a corresponding power:
  • 1HD = the cultist begins their journey to "union" by learning how to acclimate themselves with fire. As a result, they are immune to all normal fire damage and take half damage from magical fire. A tactic they like to use in combat is to douse themselves in oil and set themselves on fire using a torch. Thus, anyone they hit in melee takes an extra 1d6 fire damage and anyone who hits them must make a save vs. breath or take 1d6 fire damage.
  • 2HD = Having acclimated themselves to fire, the cultist learns how to spontaneously Produce Flame as per the spell at will.
  • 3HD = The cultist begins to learn how to manipulate the fire they produce. They can create fan of flame in a 120' arc that shoot out 3' from their hands. Anyone caught in the flame take 1hp per HD of the cultist with no saving throw.
  • 4HD = The cultist can now produce tremendous amounts of heat from their body, as they begin to internalize the flames that they produce. Thus, they can Heat Metal as per the spell at will.
  • 5HD = The internal fire grows within the cultist and they are now able to throw a Fireball as per the spell three times per day (1d6 per HD).
  • 6HD = The internal fire is now an inferno. The cultist can produce a Wall of Flame as per the spell at will.
  • 7HD = At this point, the cultist is almost one with their chosen element. They can produce a Flame Strike as per the spell three times per day.
The eighth circle is the final transformation of the cultist into an 8HD fire elemental. Whatever humanity and personality they had is completely destroyed. They have completely given themselves up in order to become one with fire.

Water Druids

Number Appearing: 1d6
% in Lair: 30%
Alignment: Chaotic
Armor Class: see below
Move: 120' (see below)
Hit Dice: 1 to 7
Attacks: 1 (damage see below)
Special: see below
Save: C1 for every HD
Morale: 10
Hoard Class: XVIII
XP: 1HD=13; 2HD=38; 3HD=95; 4HD=245; 5HD=800; 6HD=1570; 7HD=2190

These Chaotic cultists are completely dedicated to the annihilation of the self into becoming one with the element of water. Within the cult there are eight "circles" that the cultists advance through. Each circle as a corresponding power:
  • 1HD = the cultist begins their journey to "union" by adhering pockets of water to their skin. As a result, they have an effective AC of 4. In addition, in combat, the water blurs the cultist's outline. Opponents suffer a -2 to hit the first time they attack during combat.
  • 2HD = The cultist learns to extend the water that now surrounds them to devastating effect. At will they can create a spray of water that has the same effect as a Color Spray spell.
  • 3HD = The cultist begins to learn how to bend light itself with the water that surrounds them. Three times per day they can become Invisible as per the spell.
  • 4HD = The cultist begins to internalize the water that surrounds them and they can breath in water as in air.
  • 5HD = The cultist now begins to be able to affect water at a molecular level. They can create a Wall of Ice as per the spell at will.
  • 6HD = The cultist's molecular control of water becomes more refined. They can produce an Ice Storm as per the spell three time per day.
  • 7HD = At this point, the cultist is almost one with their chosen element. They can move through water better than they can air. While in water, they can move twice their ground movement.
The eighth circle is the final transformation of the cultist into an 8HD water elemental. Whatever humanity and personality they had is completely destroyed. They have completely given themselves up in order to become one with water.

3 comments:

Lazarus Lupin said...

lovely idea and well thought out. i can't resist though.... so you are saying that some druids are just full of air? :)

Lazarus Lupin
http://strangespanner.blogspot.com/
art and review

FrDave said...

@Lazarus
Yes . . . and when they ally themselves with FIre Druids, they are full of hot air. ;)

Erin Smale said...

This is a great approach. One question: how do druids of different classifications get along? For example, is there antipathy between fire and water druids? do air and fire druids work in concert?

I lied. Here's the second question: is there anything above the 8th Circle? An uber-elemental, perhaps? And do the druids have any connection with the elemental planes (assuming they exist in your campaign)?

OK, that was, like, 4 questions. I suck at math.