Looks: Appear as a mass of water. This amorphous state is their default form, but elementals can also take a humanoid form which resembles a human with an odd skin color.
HP increase: Gain another hit die for every 1 additional size.
Abilities:
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
Attribute improvement: This ability sets your STR score to a minimum of 0.
You are hexseal to magical storm abilities.
You take on an amorphous form of pure elemental magic. While in this state you have all the innate abilities and ranks of your creature type. However, you have no hands, feet, mouth, nor any other body parts. The one exception to this are the tendrils of your creature type.
You are immune to falling unconscious.
Limitation: Can only revitalize MP spent on storm element abilities.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
Attribute improvement: This ability sets your STR score to a minimum of 0.
You are hexseal to magical storm abilities.
You take on an amorphous form of pure elemental magic. While in this state you have all the innate abilities and ranks of your creature type. However, you have no hands, feet, mouth, nor any other body parts. The one exception to this are the tendrils of your creature type.
You are immune to falling unconscious.
Body Parts:
Water tendrils gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.
1d6Normal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Water Tendril | 1d6 | -3 | Normal (5 feet) | +1 | 0 lb. | -3 | Freezing, Handy, Weapon | Body parts |