Flux Elemental 6 (18)

Planar Bestiary

Summoned from the Elemental Chaos, a flux elemental swirls with the power of water, cold, and electricity. Merely being near a flux elemental is dangerous.

A flux elemental is a packet of destructive energy that corrodes other objects and creatures. However, the flux's combination of elements produces a tertiary force every bit as destructive as the lightning that visually crackles across the creature's icy carapace. This "magnetic" force can reach invisibly through matter and armor alike to attract and repel objects, disrupt the senses of living beings, temporarily shut down constructs, and render artifacts from some worlds of the Material Plane that rely on technology inoperable.

As their name implies, flux elementals rarely retain a single shape for long. Alone and unobserved, they resemble icy spheres ringed by lightning. However, when around creatures of other planes, they take on aspects of those forms, though never completely. The result is a hard-to-describe amalgam of forms.

As a pure elemental being, a flux elemental requires no air, food, drink, or sleep.

Flux elementals delight in finding new materials to attract and repel, and if possible, they like to permanently magnetize objects made of metal, leaving behind a bit of their essence.

Motive: Hungers for destruction; magnetize metals

Environment: The Elemental Chaos, worlds of the Material Plane where they are summoned, often in the company of their summoner looking for insights into magnetism

Health: 25

Damage Inflicted: Moderate wound (6 points)

Armor: 2

Movement: Immediate; long when flying

Combat: All tasks attempted by foes within short range of the flux elemental are hindered by a continually varying, but extremely strong magnetic field the elemental generates. (Even creatures carrying no metal or magnetic materials are affected; the extreme field interacts with their flesh.)

The flux elemental bites twice each round. In additional to regular damage, a victim takes an additional 2 points of Speed damage (ignores Armor) from cold and electricity on a failed Might defense task. Targets that touch or attack the flux with a melee weapon take 2 points of Speed damage on a failed Might defense task.

The flux elemental can release a magnetic pulse about once a minute. One creature within short range that fails a Might defense task is blinded and poisoned (all tasks hindered) for one minute. If the target is a creature comprised mostly of metal, like an iron golem, or a machine, they cease to function for one minute. Some especially exotic objects created by technology (for example, a laser pistol) cease to function permanently.

Flux elementals are immune to cold, lightning, and poison attacks.

Interaction: Unless controlled by summoning magic, a flux elemental is bent on magnetic destruction.

Use: A stranger claims they've caught a "djinn" in a metallic lamp (which attracts metallic objects). The stranger threatens to let them go to wreak destruction unless they are paid a ransom.

GM Intrusion: The flux immediately deals 2 points of Speed damage (ignores Armor) from cold and electricity to a target the flux previously hit, even though it's not the elemental's turn. The cold and electricity burst from a metallic object in the victim's equipment.