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COWBOYS & VIKINGSCompendium of the Wild Wastes

Game Master / Adversaries / Elemental

Elemental

Elementals are made of, sustained by, or fundamentally governed by a primal state: flame, frost, storm, stone, tide, corrosion, wind, ash, smoke or another raw force. Every Elemental has the Elemental Body trait in addition to its subtype trait.

Senses: normal (sight, hearing, smell, touch and taste) unless a trait says otherwise.

Subtypes

  • Fire: defined by flame, heat, cinders, burning motion and destructive ignition.
  • Frost: defined by cold, ice, stillness, brittleness and numbing pressure.
  • Storm: defined by lightning, thunder, violent motion and sudden discharges of energy.
  • Stone: defined by earth, crystal, sand, weight, endurance and crushing force.
  • Tide: defined by water, flow, mist, drowning pressure and shifting space.
  • Corrosive: defined by acid, dissolution, caustic fluid and destructive chemical force.
  • Wind: defined by speed, air, motion, flight and unstable footing.
  • Ash: defined by obscurity, cinders, choking drift and battlefield concealment.

Traits & Maneuvers

Each subtype grants the trait listed under it; a trait and its maneuver are one Build Selection.

Elemental Body (All Elementals)

Elemental, Passive · Passive

Its body is unstable elemental substance: it ignores suffocation, drowning and similar stresses that only affect living flesh.

Burning Aura (Fire)

Elemental, Passive · Passive

A creature starting its turn adjacent, or hitting it in melee while adjacent, must succeed a Reflex save against its action check or take Average persistent fire damage.

Crafting tags: Essence Fire; Ingredients none.

Freezing Aura (Frost)

Elemental, Passive · Passive

A creature starting its turn within 5 feet, or hitting it in melee from there, must succeed a Fortitude save against this creature's action check or be Slowed 5 until the end of its next turn (Average Magnitude for both).

Crafting tags: Essence Frost; Ingredients none.

Static Charge (Storm)

Elemental, Passive · Passive

The first time each round it's hit by an attack from within Close, the attacker must succeed a Reflex save against this creature's action check or become Dazed.

Crafting tags: Essence Storm; Ingredients none.

Stoneform (Stone)

Elemental, Passive · Passive

It rolls saves against forced movement, being knocked Prone, or losing its footing with Fortune.

Crafting tags: Essence Ward; Ingredients Mineral, Preservative.

Flowing Shape (Tide)

Elemental, Passive · Passive

Ignores difficult terrain from liquid, mud or slick ground; moves through occupied spaces and gaps one size smaller, ending in a legal space; has Fortune on saves against being grabbed, Restrained or immobilized.

Crafting tags: Essence Motion; Ingredients none.

Ash Cloud (Ash)

Elemental, Passive · Passive

A 5-foot emanation (Average Magnitude) of smoke grants partial concealment and 1 Disadvantage on sight-based checks. A creature starting its turn inside must succeed a Fortitude save against this creature's action check or become Sickened 1 (Average Step).

Crafting tags: Essence Shadow; Ingredients none.

Windborne (Wind)

Elemental, Passive · Passive

Ignores footing-based difficult terrain; the first 5 feet (Average Magnitude) of each move doesn't trigger movement reactions.

Crafting tags: Essence Motion; Ingredients none.