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 |
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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