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User:NtCarlson/Guide to Elementals: Difference between revisions

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AoE attacks
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(AoE attacks)
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Also note that {{Cond|Chilled}} inflicts vulnerability to {{DamageType|Cold}} damage, so Water Elemental's multiattack damage is even better.
Also note that {{Cond|Chilled}} inflicts vulnerability to {{DamageType|Cold}} damage, so Water Elemental's multiattack damage is even better.


=== Area of effect attacks ===
All four types of elementals have an area of effect attack that use saving throws instead of attack rolls.
Unlike the basic and multiattacks, these attacks differ quite a bit between elemantal types.
{| class=wikitable style="text-align:center"
! scope="col" | Elemental
! scope="col" | Attack
! scope="col" | DC<br>(Save)
! scope="col" | Damage
! scope="col" | Range
! scope="col" | Area
! scope="col" | Additional effect
|-
! scope="row" | {{nowrap|{{SAI|Conjure Elemental: Air Elemental|Air Elemental|w=40}}}}
| {{SAI|Primordial Gales}}
| 10<br>(STR)
| {{DamageText|2d6|Lightning}}
| Self
| {{AOE|radius|m=4|ft=13}}
| Inflict {{Cond|Shocked}} for 2 turns
|-
! scope="row" | {{nowrap|{{SAI|Conjure Elemental: Earth Elemental|Earth Elemental|w=40}}}}
| {{SAI|Seismic Strike}}
| 9<br>(CON)
| {{DamageText|4d6|Bludgeoning}}
| Self
| {{AOE|radius|m=4|ft=13}}
| Inflict {{Cond|Trembling Legs}} for 3 turns and push back {{dist|m=3}}
|-
! scope="row" | {{nowrap|{{SAI|Conjure Elemental: Fire Elemental|Fire Elemental|w=40}}}}
| {{SAI|Erupting Cinder}}
| 11<br>(DEX)
| {{DamageText|4d6|Fire}}
| {{distance|m=18|ft=60}}
| {{AOE|radius|m=3|ft=10}}
| Creates a {{area|Fire (surface)}} for 1 turn that inflicts {{Cond|Burning}} without a save
|-
! scope="row" | {{nowrap|{{SAI|Conjure Elemental: Air Elemental|Air Elemental|w=40}}}}
| {{SAI|Winter's Breath}}
| 16<br>(CON)
| {{DamageText|4d6|Cold}}
| Self
| {{AOE|Cone|m=6|ft=20}}
| If the target was {{Cond|Burning}}, inflict {{Cond|Brittle}} for 3 turns
|}


The Air and Fire Elementals have the two standout abilities here.
{{SAI|Winter's Breath}} is the only of these attacks that has a reasonable DC. The other three attacks use the wrong spellcasting ability modifier and have an artificially low DC as a result. It also applies the unique {{Cond|Brittle}} condition that has no other source. This condition applies vulnerability to {{DamageType|Thunder}} and {{DamageType|Bludgeoning}}, neither of which have any other source of vulnerability (aside from {{Cond|Frozen}} which only works for a single attack). Since {{Cond|Burning}} is such a readily inflicted condition (for example by a Fire Elemental), setting up the combo to inflict {{Cond|Brittle}} is very doable and has unique payoff.
{{SAI|Erupting Cinder}} is also quite strong. It has a very long range and can still be useful despite its low saving throw DC. Standing in a {{Area|Fire (surface)}} surface always inflicts {{Cond|Burning}}, so enemies will still burn even if they make their saving throws.
Importantly, note that the burning surface created by this attack has a radius of {{dist|m=2}} which is smaller than the attack itself ({{dist|m=3}}). Thus, you should try hit targets in the center of the area rather than the periphery.
{{SAI|Seismic Strike}} also inflicts a unique condition, {{Cond|Trembling Legs}}. Unlike {{Cond|Brittle}}, however, the payoff of inflicting the condition is fairly minor. It gives a modest {{dist|m=2.5}} movement speed penalty and a -1 Dexterity penalty which may or may not translate to -1 AC.
The worst of the bunch is {{SAI|Primordial Gales}}. Not only does it do half the damage of the other attacks, it is also the only way for the Air Elemental to inflict {{Cond|Shocked}} necessary to use its full-powered multiattack. With a saving throw DC of 10, this means the Air Elemental will likely not be able to inflict it at all, severely crippling its damage potential.


== Myrmidons ==
== Myrmidons ==

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