Hello, everyone, and Happy Friday! Today’s article provides a stat block for a new type of Elemental, the Mercury Elemental. This creature was interesting to design as, much like the Primordial Cultist, I wound up needing to design a creature with spellcasting abilities. Typically I try to avoid designing such creatures in my campaigns, as the ability to cast spells has a much harder measured effect on a monster’s Challenge Rating and adds difficulty for the Storyteller who has to cross-reference spells with their monster’s stat blocks. Despite these considerations, though, I felt that the ability to cast spells was important thematically to these creatures, and hope that you’ll find that you agree that without spells these enemy stat blocks would not accurately reflect their concepts in combat. Continue reading “Those Who Would Follow – Mercury Elementals”
Hello, everyone! As I’d hinted in the article for the Primordial Cultist stat block, today I’m revealing another Primordial profile for you to use in conjunction with the Primordial Cultist stat block or the Primordial Shard background. This time, I’d like to introduce you to Zyagi, the Armored Tyrant. Like most Primordials, Zyagi’s manifestation would result in catastrophe for the mortal plane. However, unlike other Primordials, Zyagi dreams of conquest – It dreams of a mortal plane ruled by its literal iron fist, populated by inhabitants who fear or actively resist it. Zyagi savors the challenge of conquering a land, and will readily demonstrate its fearsome powers towards that goal.
To further detail what sort of foes a party may face if they were at ends with a cult of Zyagi, expect a future article on the leadership of such a cult and a stat block for Zyagi itself.
Zyagi, the Armored Tyrant
Hello, everyone, today’s article is going to introduce a new NPC stat block for you to use – an easily modified Primordial Cultist who can serve as a severe danger to low-level adventurers and as more readily dispatched mooks to higher-level adventurers. Like other NPC stat blocks, you can easily customize the Primordial Cultist by applying racial traits to it.
Since the Primordials are so different from one another, Primordial Cultists may vary wildly in abilities depending on whom they worship. They share a certain number of spells which they can cast, but the Associated Spells may dramatically shift the cultists’ capabilities. Some, such as the followers of Idbris, the Mind Devourer, will more heavily rely upon laying spells such as Fog Cloud and allowing their enemies to fall into traps or other hazards. Others, such as the followers of Zyagi, the Armored Tyrant, will wade into battle armed with spells such as Magnetic Claws and Mage Armor.
Hello, everyone! Today’s article introduces a new Druid Circle, the Circle of the Heavens. Unlike other classes, for some reason, I don’t see as many Druids in the games I play and GM. If anything seems strange or plays unusually in your game while using this Druid Circle, please let me know in the comments! Playtesting is everything when developing games, and your feedback helps me to write better content in the future.
The Circle of the Heavens was a relatively unique addition to Primordial Power, as it reflects the Divine response to Primordials and incorporates an unusual blend of gods’ interests. Typically a Druid character will be one who uses violence and shows of force sparingly, or who lives the life of a hermit away from civilizations. However, the Circle of the Heavens introduces a more militant order of Druids. The “call to serve” that these Druids answer may well be one of patriotism for the wilderness. They don’t object to getting their hands dirty and may find themselves in welcome company with military-minded folks such as Fighters and Rangers, as well as the clergy of war gods.
Happy Friday, everyone! Today, I’m introducing a new character background, the Primordial Shard, which is a living descendant of a Primordial or someone who has been profoundly affected by one.
One thing which makes the Primordial Shard character background unique is that, unlike most backgrounds, it grants additional combat ability to a character. When designing the Primordial Shard concept for my campaign setting, I flip-flopped for some time about whether to make it a Sorcerous Origin or a Feat. On the one hand, Sorcerous Origins offer the most diverse way to represent someone born with Primordial blood, but their level progression has to continue to add features as characters level up which didn’t feel to me like it mechanically represented the story details of being a Primordial Shard. Feats typically add a single feature based on a character attribute which scales by level progression already, which felt closer to the design goals of the Primordial Shard. However, taking a feat, especially at higher levels, seems thematically more to me like the result of specific training or behaviors. (Oh yeah, I was always a descendant of a world-destroying Elemental Immortal!)
These considerations were what eventually made me decide to make the Primordial Shard a character background. The fact that this background has utility in a combat sense may leave a Storyteller disinclined to allow you to use it, but I strongly feel that the story implications of being a descendant of a Primordial can outweigh these concerns.