Negative Fundamental

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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/SocietyNone0EcologyNone
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