The Brood Elemental Powers
Fire
Heat Immunity: While using the fire elemental, brood is immune to all heat and fire damage.
Whelp Powers
Fire Breath: A single stream of fire is blown from the
dragons mouth. Victim saves vs. Breath. If failed, he receives
1d10 damage. Any flamable materials being worn or carried are
ignited.
Drake Powers
Fire Stream: A wider blast of flame is sprayed from broods
mouth. This attack can affect up to a 7' area. All victims save
vs. Breath, those who fail take 1d8 damage.
Fire Bolt: A single concentrated blast is flung from drakes mouth. Victim saves vs. Breath, if failed he receives 1d12+2 damage. Further, if any armor is being worn, it becomes heated, and every round deals 1d8 damage the first round, 1d6 the next, 1d4 next, and 1 damage afterwords.
Control Small Fires: Drake makes a wisdom/Willpower check. If passed, he may control a small fire.
Behemoth Powers
Inferno: A huge gust of flame is sprayed forth. All victims
in a 45' area in area desired save vs. breath. If failed,
all victims receive 1d10 damage.
Nuke: One single blast of flame sent fourth. Victim saves vs. breath. If failed he receives 1d20 damage.
Control Huge Fires: Behemoth is able to control all types of fires with a successful wisdom/Willpower check.
Water
Water Breathing and Swimming: While using the water element, brood may breath underwater, and can move at a rate of 15 while swimming.
Whelp Powers
Water Shot: Whelp sprays a blast of water. Victim saves
vs. breath, if failed, he receives 1d6 damage, and is stunned for
1d3 rounds. Any nearby fires are extinguished.
Drake Powers
Drench: Drake sprays a huge gust of water. Victims save vs.
breath, if failed, they receive 1d4+1 damage, and are stunned for
1d4 rounds.
Soaker: Drake sprays a concentrated blast of water. Victim saves vs. breath, if failed he receives 1d8 damage, and is stunned for 1d3 rounds.
Water Anomaly: Brood may cause minor water fluctuations such as whirlpools and small waves with a passing Wisdom/Willpower check
Behemoth Powers
Water Blast: Behemoth sprays a single, concentrated blast of
water. Victim saves vs. breath, if failed, he receives 1d10
damage and is stunned for 1d4+1 rounds.
Flood: With successful wisdom\willpower and constitution\Fitness checks, behemoth vomits a huge amount of water. For each round used, behemoth may add an additional foot of water to the area. Make a constitution check each round.
Large Water Anomalies: With a successful wisdom\willpower check, Behemoth may create huge water anomalies, such as large waves and huge whirlpools. Size may be up to 60'.
Earth Elemental Powers
AC Bonus: While using Earth elemental, broods AC is reduced by 2.
Whelp Abilities
Minor Chasm: With a successful Wisdom/Willpower check, a
small chasm will open up under the victims character. The victim
will then make a dexterity/balance check. If he fails, he
receives 1d6 damage, and is stunned for 1d6 rounds.
Drake Abilities
Medium Chasm:With a successful Wisdom/Willpower check, a
chasm will open up under the victims character. The victim will
then make a dexterity/balance check. If he fails, he receives
1d10 damage, and is stunned for 1d8 rounds.
Tremor: With a successful Strength/Muscle check, drake can create a small tremor which requires all people in an area up to 23 feet to make a dexterity check. If they fail, the receive 1d3 damage and are stunned for 1d2 rounds.
Minor Earth Control: With a successful Wisdom/Willpower check, the drake can move earth to dig small holes and create minor landslides.
Behemoth Abilities:
Boulder Blast: Behemoth spits a boulder from his mouth.
Victim saves vs. breath, if failed he receives 1d12 damage, and
is stunned for 1d6 rounds.
Earthquake: With a successful strength/muscle check, behemoth can cause a large earthquake. All victims in a 100 foot radius make a dexterity check, those who fail receive 1d10 damage.
Major Earth Control: With a successful wisdom/willpower check, behemoth can create huge trenches, large holes, or cause major landslides.
Air Elemental Abilities
Increased Flight: While in brood form, the flying ability increases by one class, and the whelp can fly at E.
Whelp Abilities
Gust: Whelp creates a gust of wind. Victims saves vs. breath
or receives 1d4 damage, 1d6 is the victim is outside, and 1d10 if
in a sandy area. This attack can apply up to 20 feet in front of
brood.
Drake Abilities
Wind Blast: Drake creates a strong gust of wind. Victim saves
vs. breath or receives 1d8 damage, 1d10 damage if outside, 1d10
if in a sandy area. This attack can be used up to 50 feet in
front of Drake.
Twirling Gust: Drake creates a small vacuum from his mouth to victim. Victim saves vs. breath or receives 1d10 damage.
Minor Whirlwind: Drake creates a small tornado with a successful Wisdom/Willpower check.. It lasts for 1d10 rounds. Anyone who comes in contact with the tornado receives 1d4 damage, 1d6 if victim is outside, and 1d10 if in a a sandy area. The whirl wind attacks randomly, though the drake decides where it starts. Drake controls the tornado with a wisdom/willpower check at -2. If he fails or chooses to lose concentration, the tornado hits randomly.
Behemoth Abilities
Hurricane: Behemoth summons a huge windstorm. All victims
save vs. breath. Those who fail make a dexterity check at -1/2.
Those who fail that check are blown 5 feet for every 3 levels of
the caster. If in an outdoor area, all who fail the save vs.
breath take 1d4 damage, if in a sandy area they take 1d6.
Vortex: Behemoth creates a powerful vacuum from his mouth. Victim saves vs. breath, if he fails, he takes 1d12 damage and is stunned for 1d4 rounds.
Tornado: Drake creates a large tornado with a successful Wisdom/Willpower check.. It lasts for 1d12 rounds. Anyone who comes in contact with the tornado receives 2d8 damage, 1d20 if victim is outside, and 2d12 if in a a sandy area. Drake controls the tornado with a wisdom/willpower check at -2. If he fails or chooses to lose concentration, the tornado hits randomly.
Thunder Elemental Abilities
Shock Absorption: Any electrical damage received may either be used to restore lost dragon points, or can be redirected to another target.
Whelp Abilities
Minor Lightning: Whelp shoots a blast of lighting from his
mouth. Victim saves vs. breath. If failed, he receives 1d10
damage. If they are wearing metal armor or metal weapons, the
receive an additional 1d3 damage.
Drake Abilities
Lightning Bolt: Drake shoots a powerful bolt of lightning.
Victim saves vs. breath. If failed, he receives 1d12 damage and
is stunned for 1d3 rounds. If he is wearing metal armor or using
metal weapons, he receives an additional 1d6 damage and is
stunned for an additional 1d2 rounds.
Lightning Storm: Drake breathes several bolts of lightning covering a 20' area. Those within that 20 foot area save vs. breath or receive 1d10 damage. If the are wearing metal armor, the receive an additional 1d4 damage.
Wall of Lightning: With a successful Wisdom/Willpower check, the brood can create a wall of lightning, The wall can be up to 5 feet tall and 5 feet wide for every level. Any being which touches the wall receives 1d4 damage, and anyone who passes through the wall automatically receives 3d6 damage. Missile weapons may pass through this wall. This wall is maintained with maximum concentration, and requires a new Wisdom/Willpower check every 3 rounds.
Behemoth Powers
Ultimate Shocker: Behemoth breathes a blast of lightning.
Victim saves vs. breath, if failed, he takes 2d8 damage. With a
successful Wisdom/Intuition check, the behemoth can maintain a
hold of the victim. Every round, apply a +2 penalty. Each round
the victim is held he receives 1d8 damage.
Thunder Storm: Behemoth breathes a huge amount of electricity. All victims 100' feet in front of the behemoth save vs. breath or take 1d10 damage.
Electric Wall: With a successful Wisdom/Willpower check, the brood can create a wall of lightning, The wall can be up to 5 feet tall and 5 feet wide for every level. Any being which touches the wall receives 1d10 damage, and anyone who passes through the wall receives 3d12 damage. Missile weapons may pass through this wall with a minus 2 penalty to the attack roll. This wall is maintained with maximum concentration, and requires a new Wisdom/Willpower check every 3 rounds.
Light Elemental Abilities:
Invulnerability: While using the light elemental, the brood is immune to holy based attacks.
Whelp Abilities
Light: Whelp creates light similar to that of the first level
spell light with a successful wisdom/willpower check.
Drake Abilities
Holy Beam: Using concentrated light energy, the brood
breathes a beam of holy light. Victim saves vs. breath or takes
1d8 damage, 2d8 damage if the creature is evil.
Cure: Drake can heal 1d8 hit points of damage on another with a successful wisdom/willpower check.
Shield/Drain: Drake can creates a holy based invisible armor around another with a successful wisdom/willpower check. This alters the recipients AC by -2 if he is good, no effect if he is neutral, and +2 if he is evil
Behemoth Abilities
Armageddon: All evil characters within a 100' radius save vs.
breath or take 1d10 damage.
Jihad: Behemoth breathes concentrated holy energy. Victim saves vs breath or takes 2d8 damage, 2d12 damage if he is evil
Regeneration: Behemoth heals 1d20 hit points and regenerates and lost body parts on another with a successful wisdom/willpower check.
Shadow Elemental Abilities
Invulnerability: While using the shadow elemental, he is immune to all evil based attacks, and receives a +5 bonus to his saving throw vs. necromancy spells.
Whelp Abilities
Dark: With a successful wisdom/willpower check, the whelp can
create an area of darkness with the same ability as a reversed
1st level light spell.
Drake Abilities
Poison: Drake breathes a toxic gas. Victim saves vs. breath
or take 1d6 damage and be stunned for 1d4 rounds.
Waste: Drake stares into the eyes of the victim. Victim saves vs. paralyzation/poison or be stunned for 1d8 rounds.
Raise Undead: With a successful Wisdom/Willpower check, the drake may animate dead bodies and animals with the same ability as the spell animate dead. If the behemoth returns to human form while the controling the undead, the dead fall limp.
Behemoth Abilities
Toxic Gas: Behemoth breathes a toxic gas. Victim saves vs.
breath or take 1d10 damage and be stunned for 1d8 rounds.
Smog: Behemoth blows a toxic smoke. All those within a 30 foot radius in front of the behemoth save vs. breath or be stunned for 1d6 rounds and receive 1d10 damage.
All Hollows Eve: With a successful Wisdom/Willpower check, all deceased creatures in a 100 foot radius will be revived and under the control of the behemoth in 1d8 rounds, as long as the behemoth holds concentration. Add a -2 for every 5 dead creatures animated. If the behemoth loses control of the dead, they simply fall limp. If the behemoth returns to human form, the undead also fall limp.
Mind Elemental
Abilities
Resistance: While using the Mind elemental, the brood is immune to all enchantment/charm spells.
Whelp Abilities
Hypnotize: The whelp stares into the eyes of the victim.
Victim saves vs. paralyzation/poison, or he becomes the victim as
if he was under the influence of the 1st level spell hypnotize.
Drake Abilities
Mind Whip: The drake attacks the mind of the target. Victims
save vs. spell or receive 1d8 damage.
Telepathy: The drake can communicate using only thought for up to a 5 mile radius.
Fear: The drake shrieks. All enemy creatures within hearing range must make a morale check at -5.
Behemoth Abilities
Greater Mind Whip: The Behemoth attacks the mind of the
target. Victims save vs. spell or receive 2d8 damage.
Omnintelligence: Behemoth can communicate using thought anywhere in the world.
Control: Behemoth stares into the eyes of the victim. Victim saves vs. paralyzation/poison or he comes under the control of the behemoth.
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