Hello, and welcome to this week's Frightful Fridays! This one has been floating around for a while, but my friend Owen recently brought it up again. Inspired by
this YouTube video, I present the surprise elemental, complete with "age categories" like proper elementals. Its purpose is to mess with characters (and players) who presumably figure out how to most effectively kill it, only to find out how wrong they are. It's quite fiddly with all the random rolling, so I would caution against throwing a dozen of these out there (despite what their organization line says).
I do hope you enjoy the surprise elemental, and I'll be back with another monster next time (probably something less wacky). Thanks for reading! (and keep your eyes on the comments to figure out which rugby matches or NFL games are taking place)
An exclamation point
pops out of thin air and begins attacking.
Surprise Elemental
ECOLOGY
Environment any (Plane
of the Unexpected)
Organization
solitary, pair, or perplexity (3–13)
Treasure none
SPECIAL ABILITIES
Now You See Me (Su)
A number of times per day equal to a surprise elemental’s Charisma modifier, it
can take a full round action, which does not provoke an attack of opportunity, to
teleport itself up to twice its movement rate and make a single attack. The
target of the attack must succeed at a Perception check opposed by the
elemental’s Stealth check, or it is flat-footed with respect to the attack.
Sneak Attack (Ex)
A surprise elemental deals sneak attack damage as if it were a rogue with
levels equal to its Hit Dice.
Surprise Defense (Su)
A surprise elemental must be threatened by at least one other creature to take
damage.
Variable Resistance
(Su) A surprise elemental begins combat with the listed resistance to a
random energy type, based on a d4 roll (1: acid, 2: cold, 3: electricity, 4:
fire). When it takes damage from the resisted type of energy, reroll for a new
type of energy (for example, if it was originally resistant to cold, roll a d6
for the new resistance: 1–2: acid, 3–4: electricity, 5–6: fire).
Will This Work? (Su)
A surprise elemental begins combat with spell resistance equal to 10 + CR. Each
time a spell overcomes its spell resistance, its spell resistance increases by
1. Each time a spell fails to penetrate its spell resistance, its spell
resistance decreases by 1.
Small Surprise
Elemental CR 2
XP 600
N Small outsider (elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 16, touch 14,
flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 19 (3d10+3)
Fort +4, Ref +6, Will +1
Defensive Abilities
surprise defense, will this work?; DR
versatile DR; Immune elemental
traits; Resist variable resistance 5
OFFENSE
Speed 40 ft.,
burrow 20 ft., climb 30 ft., fly 60 ft. (average), swim 60 ft.
Melee slam +4
(2d6)
Special Attacks now
you see me, sneak attack +2d6
STATISTICS
Str 10, Dex 17, Con 13, Int 10, Wis 11, Cha 12
Base Atk +3; CMB +2; CMD 15 (can't be tripped)
Feats Combat
Reflexes, Improved Initiative, LungeB
Skills Acrobatics
+9 (+13 to jump), Bluff +7, Climb +12, Disguise +7, Fly +10, Perception +6,
Stealth +21, Swim +8; Racial Modifiers
+8 Stealth
SPECIAL ABILITIES
Versatile DR (Su)
A small surprise elemental begins combat with DR 5, bypassed by a random weapon
type based on a d6 roll (1–2: slashing, 3–4: piercing, 5–6: bludgeoning). When
an attack bypasses its DR, reroll for a different weapon type (for example, if slashing
weapons originally bypassed its DR, roll a d6 for the new weapon type: 1–3:
piercing, 4–6: bludgeoning).
Medium Surprise
Elemental CR 4
XP 1,200
N Medium outsider (elemental, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception
+10
DEFENSE
AC 18, touch 14,
flat-footed 14 (+4 Dex, +4 natural)
hp 37 (5d10+10)
Fort +6, Ref +8, Will +3
Defensive Abilities
surprise defense, will this work?; DR
versatile DR; Immune elemental
traits; Resist variable resistance
10
OFFENSE
Speed 50 ft.,
burrow 30 ft., climb 40 ft., fly 60 ft. (average), swim 60 ft.
Melee slam +8
(2d8+4)
Special Attacks now
you see me, sneak attack +3d6
STATISTICS
Str 16, Dex 19, Con 15, Int 10, Wis 15, Cha 12
Base Atk +5; CMB +8 (+10 dirty trick); CMD 22 (24 vs. dirty trick, can't be
tripped)
Feats Combat
Reflexes, Improved Dirty Trick, Improved Initiative, LungeB
Skills Acrobatics
+4 (+12 to jump), Bluff +11, Climb +16, Disguise +11, Fly +10, Perception +10,
Stealth +28, Swim +11; Racial Modifiers
+16 Stealth
SPECIAL ABILITIES
Versatile DR (Su)
A medium surprise elemental begins combat with DR 5, bypassed by a random weapon
type based on a d6 roll (1–2: slashing, 3–4: piercing, 5–6: bludgeoning). When
an attack bypasses its DR, reroll for a different weapon type (for example, if slashing
weapons originally bypassed its DR, roll a d6 for the new weapon type: 1–3:
piercing, 4–6: bludgeoning).
Large Surprise
Elemental CR 6
XP 2,400
N Large outsider (elemental, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception
+14
DEFENSE
AC 20, touch 14,
flat-footed 15 (+4 Dex, +1 dodge, +6 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +10, Will +5
Defensive Abilities
surprise defense, will this work?; DR
versatile DR; Immune elemental
traits; Resist variable resistance
10
OFFENSE
Speed 60 ft., burrow
30 ft., climb 40 ft., fly 90 ft. (average), swim 90 ft.
Melee 2 slams +12
(2d8+5)
Special Attacks now
you see me, sneak attack +4d6
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 20, Dex 19, Con 17, Int 10, Wis 17, Cha 14
Base Atk +8; CMB +14 (+16 dirty trick); CMD 29 (31 vs. dirty trick, can't be
tripped)
Feats Combat
Reflexes, Dodge, Improved Dirty TrickB, Improved Initiative, LungeB,
Mobility
Skills Acrobatics
+15 (+27 to jump), Bluff +15, Climb +18, Disguise +15, Fly +11, Perception +14,
Stealth +35, Swim +13; Racial Modifiers
+24 Stealth
SPECIAL ABILITIES
Versatile DR (Su)
A large surprise elemental begins combat with DR 10, bypassed by a random weapon
type based on a d4 roll (1: slashing, 2: piercing, 3: bludgeoning, 4: magic).
When an attack bypasses its DR, reroll for a different weapon type (for
example, if slashing weapons originally bypassed its DR, roll a d6 for the new
weapon type: 1–2: piercing, 3–4: bludgeoning, 5–6: magic).
Huge Surprise
Elemental CR 8
XP 4,800
N Huge outsider (elemental, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception
+17
DEFENSE
AC 21, touch 13,
flat-footed 16 (+4 Dex, +1 dodge, +8 natural, –2 size)
hp 105 (10d10+50)
Fort +12, Ref +11, Will +7
Defensive Abilities
surprise defense, will this work?; DR
versatile DR; Immune elemental
traits; Resist variable resistance
15
OFFENSE
Speed 70 ft.,
burrow 40 ft., climb 40 ft., fly 90 ft. (average), swim 90 ft.
Melee 2 slams +16
(3d6+8)
Special Attacks now
you see me, sneak attack +5d6
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 26, Dex 19, Con 21, Int 10, Wis 19, Cha 14
Base Atk +10; CMB +20 (+22 dirty trick); CMD 35 (37 vs. dirty trick, can't be tripped)
Feats Combat
Reflexes, Dodge, Flyby AttackB, Improved Dirty TrickB,
Improved Initiative, LungeB, Mobility, Spring Attack
Skills Acrobatics
+17 (+33 to jump), Bluff +18, Climb +21, Disguise +18, Fly +11, Perception +17,
Stealth +37, Swim +16; Racial Modifiers
+28 Stealth
SPECIAL ABILITIES
Versatile DR (Su)
A large surprise elemental begins combat with DR 10, bypassed by a random weapon
type or material based on a d6 roll (1: slashing, 2: piercing, 3: bludgeoning,
4: magic, 5: cold iron, 6: silver). When an attack bypasses its DR, reroll for
a different weapon type (for example, if slashing weapons originally bypassed its
DR, roll a d10 for the new weapon type: 1–2: piercing, 3–4: bludgeoning, 5–6:
magic, 7–8: cold iron, 9–10: silver).
Greater Surprise
Elemental CR 10
XP 9,600
N Huge outsider (elemental, extraplanar)
Init +9; Senses darkvision 60 ft.; Perception
+21
DEFENSE
AC 24, touch 14,
flat-footed 18 (+5 Dex, +1 dodge, +10 natural, –2 size)
hp 136 (13d10+65)
Fort +13, Ref +13, Will +9
Defensive Abilities
surprise defense, will this work?; DR
versatile DR; Immune elemental traits;
Resist variable resistance 20
OFFENSE
Speed 70 ft.,
burrow 40 ft., climb 40 ft., fly 90 ft. (average), swim 90 ft.
Melee 2 slams +20
(3d8+9)
Special Attacks now
you see me, sneak attack +7d6
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 28, Dex 21, Con 21, Int 12, Wis 21, Cha 16
Base Atk +13; CMB +24 (+26 dirty trick); CMD 40 (42 vs. dirty trick, can't be
tripped)
Feats Combat
Reflexes, Dodge, Flyby Attack, Improved Dirty TrickB, Improved
Initiative, LungeB, Mobility, Quick Dirty TrickB, UC,
Spring Attack, Step Up
Skills Acrobatics +21 (+36 to jump), Bluff +22, Climb +22,
Disable Device +19, Disguise +22, Fly +15, Perception +21, Stealth +45, Swim
+17; Racial Modifiers +32 Stealth
SPECIAL ABILITIES
Versatile DR (Su)
A large surprise elemental begins combat with DR 10, bypassed by a random weapon
type or material based on a d6 roll (1: slashing, 2: piercing, 3: bludgeoning,
4: magic, 5: cold iron, 6: silver). When an attack bypasses its DR, reroll for
a different weapon type (for example, if slashing weapons originally bypassed its
DR, roll a d10 for the new weapon type: 1–2: piercing, 3–4: bludgeoning, 5–6:
magic, 7–8: cold iron, 9–10: silver).
Elder Surprise
Elemental CR 12
XP 19,200
N Huge outsider (elemental, extraplanar)
Init +10; Senses darkvision 60 ft.; Perception
+25
DEFENSE
AC 27, touch 15,
flat-footed 20 (+6 Dex, +1 dodge, +12 natural, –2 size)
hp 168 (16d10+80)
Fort +15, Ref +16, Will +11
Defensive Abilities
surprise defense, will this work?; DR
versatile DR; Immune elemental
traits; Resist variable resistance
30
OFFENSE
Speed 70 ft.,
burrow 40 ft., climb 40 ft., fly 90 ft. (average), swim 90 ft.
Melee 2 slams +24
(3d8+10)
Special Attacks now
you see me, sneak attack +8d6
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 30, Dex 23, Con 21, Int 12, Wis 23, Cha 18
Base Atk +16; CMB +28 (+32 dirty trick); CMD 45 (47 vs. dirty trick, can't be
tripped)
Feats Combat
Reflexes, Dodge, Flyby Attack, Greater Dirty TrickB, Improved Dirty
TrickB, Improved Initiative, Lunge, Mobility, Quick Dirty TrickB,
UC, Spring Attack, Step Up
Skills Acrobatics
+25 (+37 to jump), Bluff +26, Climb +24, Disable Device +23, Disguise +26, Fly
+18, Perception +25, Stealth +49, Swim +18; Racial Modifiers +32 Stealth
SPECIAL ABILITIES
Versatile DR (Su)
A large surprise elemental begins combat with DR 15, bypassed by a random weapon
material or quality based on a d8 roll (1: magic, 2: cold iron, 3: silver, 4:
chaos, 5: good, 6: evil, 7: lawful, 8: roll twice ignoring a result of 8 [a
weapon must possess both qualities/materials to bypass the elemental’s DR; if
the same result is rolled, double its DR). When an attack bypasses its DR,
reroll for a different weapon material or quality as previously noted.
In the chaotic demi-plane known as the Plane of the
Unexpected, surprise elementals serve as wardens and guides for visitors to the
plane. Stalwart creatures in their home plane, these elementals transform into
unpredictable killers when they travel to other planes. Sages who have studied
surprise elementals concluded that the relative structure and order of other
planes drives the creatures to madness.
No two encounters with surprise elementals are the same. The
creatures use a variety of unusual tricks when they attack, and they possess
bizarre, random defenses that change during battle. Additionally, surprise
elementals have a different appearance from one another and usually take the
form of the local concept of surprise (one might be virtually invisible but
make sudden, loud noises, while another might look like a massive jolt of electricity,
for example).