Primeval (3.5e Creature)
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Primevals are ancient representations of pure elemental force. Unlike ordinary elementals whose bodies are a single constituent of combined physical and spiritual form, a primeval lacks a definitive presence altogether. Primevals, as entities, are living planar fissures leading into a particular elemental plane. Rather than being energy compressed into such a characteristic form as an ordinary elemental, primevals tap into the infinity of the elemental plane they represent, drawing their presence from them as desired and molding it into a physical shape of accrued mass and energy.
Primevals customarily appear when the material plane is in great turmoil, or if the elements conspire to cause an imbalance within nature. Although they can appear on any plane that is contiguous with any of the elemental planes, they most often appear on planes lying central on the planar cosmology where all four elements exert influence.
*Includes adjustments for Power Attack feat.
Swirling, everchanging primal masses of elemental energies, these creatures seek to draw forth ever greater manifestations from their respective realms.
Regardless of its element, a primeval is roughly 60 feet large and manifests in a shape approximating that of its kind. As such, primevals are often mistaken for ordinary elementals that have otherwise grown to an extraordinary size. A successful DC 30 Knowledge (the planes) check allows an onlooker to distinguish a primeval for what it is; an unstable vortex that delights in pulling elementals of its kind onto the prime material.
Regardless of its element, a primeval does not shy from combat if provoked, and may consider introducing the presence of a strong font of its opposing element to its close vicinity to be an act of aggression.
Planar Conduit (Su): A primeval is a literal fissure between planes, connecting the plane it exists on to its corresponding elemental plane. As it flexes itself to draw mass and energy from that elemental plane with which to sustain its form, it also calls forth a steady stream of elementals of its type. Every time that one or more elementals is called forth, the conduit needs time to recharge its energies before calling forth the next. At the start of every round that the planar conduit is idle, roll a d6. The power of the elemental released and the cooldown time in rounds between subsequent callings depends on the result of the roll.
|d6||Elemental Called||Cooldown Time|
|1||2d6 Small Elementals||1 round|
|2||1d6 Medium Elementals||2 rounds|
|3||1d3 Large Elementals||4 rounds|
|4||1d2 Huge Elementals||6 rounds|
|5||1 Greater Elemental||8 rounds|
|6||1 Elder Elemental||1 minute|
As a byproduct of the primeval's planar conduit, summoning spells that summon one or more elementals of the primeval's element type only have a standard action casting time when cast within 60 feet of a primeval. This effect also applies to the primeval's own spell-like abilities.
Spell-Like Abilities: Primevals can cast all the spells within the cleric domain that corresponds with their element as spell-like abilities (Air for the primeval of air, Fire for fire, and so on). From that domain, they cast the first 5 levels of spells as at will spell-like abilities, the 6th and 7th level spells as 3/day spell-like abilities, and the 8th and 9th level spells as 1/day spell-like abilities. When a primeval uses its elemental swarm spell-like ability, the various stages of summoning occur in one minute intervals rather than 10-minute intervals.
Primeval of Air
Whirlwind (Su): A primeval of air can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 4 minutes. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 20 feet wide at the base, up to 60 feet wide at the top, and up to 100 feet tall. The primeval of air controls the exact height, but it must be at least 10 feet.
The primeval’s movement while in whirlwind form does not provoke attacks of opportunity, even if the primeval of air enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the primeval of air moves into or through the creature’s space.
Creatures of size Huge or smaller might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a DC 37 Reflex save when it comes into contact with the whirlwind or take 4d8 points of damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 4d8 points of damage each subsequent round for as long as it is inside of the whirlwind. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based.
Creatures trapped in the whirlwind cannot move except to go where the primeval of air carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The primeval can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The primeval of air can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the primeval and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
An primeval in whirlwind form cannot make slam attacks and does not threaten the area around it.
Wind Barrier (Sp): A primeval of air is always shielded by a barrier of spiraling wind, creating the effects of a wind wall spell that deflects smaller creatures and objects away from it. In addition to stopping projectiles, creatures of size Large or smaller that enter the reach of a primeval of air must make a DC 20 Strength check for every 10 feet they advance towards it. Failure means that the creature attempting to approach the primeval stops in its tracks (but doesn't need to retreat). Even if successful, a creature may only advance towards a primeval of air at half its land speed.
If an approaching creature has a bonus to ability checks to avoid getting bullrushed or tripped (such as from the dwarven stability racial feature), this bonus also applies to Strength checks made to approach a primeval of air.
A primeval of air's wind barrier is treated as a 6th level spell that is continuously active, with an effective caster level of 20.
Primeval of Earth
Earth Mastery (Ex): A primeval of earth gains a +2 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the primeval of earth takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Hurl Rocks (Ex): A primeval of earth can extract a portion of its bodymass and use it to launch a direct attack at foes out of its reach. A boulder hurled by a primeval of earth has a maximum range of 200 feet, and is treated as a manufactured weapon dealing 10d10 damage with a critical multiplier of ×2.
Push (Ex): A primeval of earth can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in earth mastery, above, also apply to the primeval’s opposed Strength checks.
Earth Glide (Ex): A primeval of earth can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence.