| Tiny Elemental (Negative Energy) |
| Hit Dice: | 1d8+2 (6 hp) |
| Initiative: | +3 (Dex) |
| Speed: | Fly 50 ft. (perfect) |
| Armor Class: | 20 (+2 size, +3 Dex, +5 natural) |
| Base Attack/Grapple: | 0 |
| Attack: | 0 |
| Full Attack: | 1 Slam +2 melee |
| Space/Reach: | 2 ½ ft./0 |
| Special Attacks: | Teem |
| Special Qualities: | Cold immunity, empathy, mind-affecting resistance, SR 13, damage reduction 20/+1 |
| Saves: | Fort +4, Ref +3, Will +0 |
| Abilities: | Str 10, Dex 17, Con 15, Int 3, Wis 10, Cha 7 |
| Skills: | Hide +5, Move Silently +5 |
| Feats: | None |
| |
| Environment: | Plane of Negative Energy |
| Organization: | Murder (2-20) |
| Challenge Rating: | 2 |
| Treasure: | None |
| Alignment: | Neutral Evil |
| Advancement: | 2-7 HD (Small) 8-16 HD (Medium) |
| Level Adjustment: | 0 |
Negative fundamentals, with their wingspan of 2 feet, are weakly empowered manifestations of the Negative Energy Plane. They resemble pairs of flapping bat like wings devoid of bodies, heads, or other features.
CombatTeem (Su): When a murder (flock) teems (30% chance each encounter), the flock swarms a particular victim, buffeting and wheeling with their midnight wings so thickly that the attack bonus increases by +1 for every fundamental involved with the attack. For example, if a group of 10 negative fundamentals successfully teem, the attack bonus of each is +12 instead of +2. Teem attacks last for 1d4+4 rounds, and the attack bonus can be inclined to a maximum of +15.Immunities (Ex): Fundamentals are immune to cold, mind-affecting spells and all nonmagical weapons.Empathy (Su): Negative fundamentals share a low-level empathy bond amongst themselves. With this bond, they are able to congregate and maneuver in unison. A negative fundamental is always aware of others of its kind within 100 feet.Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Habitat/SocietyNone0
EcologyNone