Motes are amongst the least powerful of the creatures inhabiting the elemental planes. Each appears as a manifestation of its home element shaped into a small pulsating ball.
In their resting state they remain absolute motionless rhythmically pulsing. In their agitated state they move about frantically at high speed, changing direction randomly and sometimes colliding with objects before setting off in another direction
Motes are Inhabitants of the elemental planes and fill the same niche as vermin on the prime material plane. They scavenge elemental materials for sustenance, they are equally likely to attack creatures without provocation or follow them curiously.
The prime material plane motes can be found in the company of greater elementals, sometimes as servants or in places of elemental upheaval the veil between planes is thin.
Air Motes are small flying semi-transparent balls capable of discharging a concussive burst of air.
Earth Motes appear as small earthy spheres capable or rolling up walls and burrowing through rock. When aggravated they ejecting stones and grit in a wide arc.
Fire Motes appear as wispy fiery spheres of flame capable of bursting out a fan of fire.
Water Motes appear as small watery spheres capable of shooting a stinging hail of ice shards.
AIR MOTE CREATURE 1
N TINY AIR ELEMENTAL
Perception +7; darkvision
Skills Acrobatics +10, Stealth +8
Str +1, Dex +4, Con +1, Int -4, Wis +0, Cha +0
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AC 17; Fort +5, Ref +8, Will +6
HP 16; Immunities bleed, electricity, paralyzed, poison, sleep
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Speed fly 50 feet
Melee > slam +9 (agile) Damage 1d6+1 slashing
Wind Blast >> (air, arcane) The air mote releases a concussive blast of air in a 15-foot cone that deals 2d4 bludgeoning damage to each creature within the area (DC 17 basic Reflex save). Creatures that fail their saving throw are pushed 5 feet away from the air mote and those that critically fail are pushed 10 feet away. |
EARTH MOTE CREATURE 1
N TINY EARTH ELEMENTAL
Perception +7; darkvision, tremorsense (imprecise) 30 feet
Skills Athletics +7, Stealth +3
Str +2, Dex +0, Con +2, Int -4, Wis +0, Cha +0
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AC 15; Fort +7, Ref +4, Will +3
HP 21; Immunities bleed, earth, paralyzed, poison, sleep
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Speed 30 feet, climb 30 feet, burrow 30 feet
Melee > slam +8 (agile) Damage 1d6+2 bludgeoning
Stone Blast >> (earth, arcane) The earth mote releases a spray of stones and grit in a 5-foot emanation that deals 2d4 bludgeoning damage to each creature within the area (DC 17 basic Reflex save). |
FIRE MOTE CREATURE 1
N TINY FIRE ELEMENTAL
Perception +7; Darkvision, smoke vision
Skills Acrobatics +8, Stealth +5
Str +0, Dex +4, Con +0, Int -4, Wis +0, Cha +0
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AC 16; Fort +5, Ref +8, Will +4
HP 17; Immunities bleed, fire, paralyzed, poison, sleep; Weaknesses cold 3
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Speed fly 40 feet
Melee > slam +9 (agile) Damage 1d6+1 fire
Flame Pulse >> (earth, arcane) The fire mote releases a burst of fire in a 5-foot emanation that deals 1d6 fire damage and 1d4 persistent fire damage to each creature within the area (DC 17 basic Reflex save). |
WATER MOTE CREATURE 1
N TINY WATER ELEMENTAL
Perception +7; Darkvision
Skills Athletics +6, Stealth +5
Str +1, Dex +3, Con +1, Int -4, Wis +0, Cha +0
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AC 16; Fort +6, Ref +7, Will +5
HP 19; Immunities bleed, cold, paralyzed, poison, sleep; Resistances acid 2, fire 2
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Speed fly 30 feet, climb 30 feet, swim 40 feet
Melee > slam +8 (agile) Damage 1d6+1 piercing
Icy Blast >> (cold, arcane) The water mote releases a hail of icy shards at a target that deals 2d4 piercing and 1d4 cold damage (DC 17 basic Reflex save). |