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USING THE EARTHENKIND IN YOUR GAME EARTHENKIND STATISTICS

The earthenkind are a species of lesser elementals that live in a mock- All earthenkind share the following traits:
semblance of the life that has been built on the surface of their cavernous
Damage Vulnerabilities thunder
homeland. Like the elementals that created them, they are composed entirely of
dirt and rocks (mostly dirt), and might be summoned in the same way as other Damage Resistances bludgeoning, piercing, and slashing from nonmagical
elementals. attacks
Though they live in earthen townships and are rules by “kings,” the Damage Immunities poison
earthenkind's domestic lives serve no discernible purpose, as they could just as
Condition Immunities exhaustion, paralyzed, petrified, poisoned,
easily be sitting as piles of dirt until called upon to act. However, some
unconscious
scholars have begun to theorize that the earthenkind are developing their own
autonomy, having observed increasingly strange behavior. Senses darkvision 60 ft., tremorsense 60 ft.
Although the earthenkind openly war with the other species that attempt to Languages Terran
mine their homes, they are more respectful of gnomes, especially those that
Earth Glide. The earthenkind can burrow through nonmagical, unworked
don't actively seek their wealth. The earthenkind act as though they are
earth and stone. While doing so, the earthenkind doesn’t disturb the material it
covetous of their own gems and ore, their monarchs even studding themselves
moves through. Earthenkind burrow in this way at their regular speed.
with the stones and metals, and have shown themselves to be particularly
aggressive toward those who steal from them.
CLOD SOLDIER (small elemental, lawful neutral)
AC HP SPEED Str Dex Con Int Wis Cha Challenge
THE GNOMI
14 11 (2d6+4) 20 12 10 14 7 10 6 1/2 (100 XP)
When using the earthenkinds' creators in your game, treat them as regular earth
Saving Throws Con +4
elementals but give them Intelligence, Wisdom, and Charisma scores of 16.
You may also imbue them with the ability to cast spells as sorcerers. Earthen Arsenal. In place of moving, the clod soldier may form a weapon
(battleaxe, longsword, or mace) in their hand, or form a spear in one hand
The gnomi themselves are increasingly rare, though one may often be at the and a shield in the other. These weapons are part of the clod soldier, and may
heart of a plot involving the earthenkind. The armies of the earthenkind often not be disarmed, though may be released (dispersed) by the clod soldier at
include regular earth elementals as well, as they are numerous in the gnomi any time. There is a 10% chance each time the clod soldier takes damage that
A BRIEF HISTORY OF THE EARTHENKIND homelands, and are faithful to their more intelligent brethren. a held weapon (or shield) will be dispersed.
Deep in the honeycombed caves of the Elemental Plane of Earth resided the Actions
gnomi, intelligent earth elementals that are claimed to be the progenitors of the THE CITY OF HOLLOWSPIRE
gnomish race. Here they were content in stony stillness, resting between the The trade city, established and ruled by the Alchemist Kings, is a hub for inter- Melee Attack. The clod soldier makes a slam attack, or attacks with an
occasional tremor as the eons passed in a timeless void. planar travelers, and a temporary home to many attempting to brave the earthen weapon. Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) bludgeoning damage.
Then came the first explorers, members of a forgotten race that had harnessed hazards of the Plane of Earth before leaving with copious riches. Activity is Earthen Battleaxe, Longsword, or Mace. Melee Weapon Attack: +3 to hit,
the mysteries of high alchemy to explore the planes. They shone a light into the monitored by the Miner's Guild, which strictly punishes those who fail to pay a reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing or bludgeoning damage.
ever-shifting caverns, and they were seen. Many of the gnomi fled the sight of tithe (40% of their findings, or 20% for guild members).
the intruders, while others continued to sleep. A few, however, were taken by The city itself is built in a clearing of the Darkling Wood, the forest planted by Earthen Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
their first feelings of curiosity, and followed the light. These, it is said, became the first gnomish settlers. A city of tents and temporary hovels, the bulk of the (1d6 + 1) piercing damage.
the first gnomes, reshaping their bodies and casting off their petrified permanent buildings are carved from the walls of deep trenches, connected by Stone Hurl. Ranged Weapon Attack: +2 to hit, range 20/40 ft., one target.
immortality for a mortal life, short, but filled with wonders. elaborate networks of rickety scaffolding. In the center, a rocky spire rises into Hit: 3 (1d4 + 1) bludgeoning damage.
Then came the descendants. The inheritors, made now of flesh and bone, the airless heights of the sky, towers built into and around this hollow natural
The ubiquitous foot soldier of the earthenkind armies, clod soldiers are a
followed the guiding magic still etched into their souls to their ancestral home. structure making the fortified homes of the guild and the Alchemist Kings. renewable, versatile warrior.
In fleets of great ships they came, flying through the darkness between worlds, All manner of beings may be found in Hollowspire. Most gnomes avoid it
until they arrived at the place of their birth. They were respectful of the gnomi, (keeping to the myriad gnomish communities beneath the surface), and are STALAGKNIGHT (small elemental, lawful neutral)
the gnomish elders humbling themselves before the stony altars of their ashamed that they had a hand in bringing the Alchemist Kings to the Plane of AC HP SPEED Str Dex Con Int Wis Cha Challenge
progenitors. The gnomes built a city in the upper crust, and planted a great Earth. A few less scrupulous gnomes may be found here, however, selling their 20 32 (5d6+15) 20 14 10 16 7 10 6 1 (200 XP)
forest on the surface, and all was well for many years. inventive magi-tech mining machinery to the highest bidders.
Saving Throws Con +5
The gnomes inherited their ancestors' curious natures and, as is so often the Many dwarven mining companies have found their way to Hollowspire, Stoneshaped Kit. The stalagknight is equipped with a set of stone plate
case, the naivety that comes parceled with it. They had met others in their long though some are too stubborn to abide the guild's laws, and make perilous armor, shield, and lance. While equipped, the stalagknight may not use its
journey, and these others followed them to the Plane of Earth. Where the journeys beyond the scope of their purview. Earth Glide ability (treat as an improved clod soldier when unequipped). The
gnomes sought peace and familial origin, these others saw potential for wealth. earthenkind may benefit from the Earth Glide ability while mounted on a
They coveted the precious stones and ores that sat untouched in the hollowed Bugbears are a common sight, and the guild employs several clans as
enforcers. dirtle or being carried by an earth elemental. The stalagknight may wield
lands beneath, and would do anything to claim these riches. Worst of these their stone lance in one hand, even while on foot.
were the Alchemist Kings, four powerful magicians from the mortal realm who The Alchemist Kings create gargoyles and employ them as their elite guard.
built a massive city devoted to trade and industry on the pocked surface above. Actions
The earth cried in pain as it was invaded, and the gnomi felt every blast and ESTIMATED POPULATION Melee Attack. The stalagknight makes a slam attack, or attacks with a stone
pick-fall. They arose from their collective slumber, taking form to fight their Bugbears 13% lance. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
diminutive invaders and raising an army in the crude likeness of the creatures Dwarves 36% (1d4 + 2) bludgeoning damage.
that had come to dwell on the surface of their world. These were the Humans 20% Stone Lance. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8
earthenkind, and they exist to this day, fighting the war for which the gnomi, Gargoyles 01% (1d12 + 2) piercing damage.
their own numbers having dwindled to the attrition of war, had given them life Gnomes 14%
and purpose. Other 16% Armed with solid stone equipment, these elite clods are put at the front lines.
DIRTLE (large elemental, unaligned) EARTH ELEMENTAL AUGMENTATIONS D10 EARTHENKIND STORY HOOKS
AC HP SPEED Str Dex Con Int Wis Cha Challenge At the behest of the gnomi, standard earth elementals often fight alongside
18 57(6d10+24) 40 20 12 18 5 10 5 3 (700 XP) forces of the earthenkind. When an elemental is present, they may be imbued
1 The earthenkind have been summoned to another plane and
Saving Throws Con +6 with the following traits: continue to multiply and build for war despite the absence of their
true enemies.
Stoneshaped Turret. Riding dirtles are often outfitted with a stone turret on
Clod Lobber. The elemental may voluntarily take 1d6 damage and then make
their back which serves to protect the rider. A creature mounted on a dirtle 2 A gnomish community is suffering attacks from the earthenkind,
a ranged weapon attack with a +3 to hit and a range of 50/100 that deals 12
benefits from half cover.
(2d6 + 5) bludgeoning damage. If the attack succeeds in dealing damage, there who usually leave the gnomes in peace. If the party investigates,
Trampling Charge. If the dirtle moves at least 20 feet straight toward a is a 50% chance that a new clod soldier will appear 5 ft. from the target. they may learn that a dirt king has gone mad with power after
creature and then hits it with a slam attack on the same turn, that target must coming into possession of an accursed gemstone (the heart of a
Geogenesis. An earth elemental in the presence of the earthenkind may
succeed on a DC 15 Strength saving throw or be knocked prone. If the target powerful gnomi that died in anguish).
voluntarily take 1d6 damage in place of moving to spawn a new clod soldier 5
is prone, the dirtle can make another attack with its slam against it as a bonus
ft. away. Alternately, a clod soldier that is able to enter an earth elemental may
action.
do so, healing the elemental by 1d6 hp and destroying themselves in this 3 A dwarven mining company who has delved illegally in the
Actions process. Undercrust has become trapped between the earthenkind (below)
and the retribution of the Miner's Guild (above) and is desperate to
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 find a means to escape.
+ 5) bludgeoning damage. LURCHING KEEPS
Earthenkind sometimes stride into battle in massive earth elementals shaped to
A beast-like elemental known for its ornery disposition, the dirtle is often
resemble stony towers, a mockery of those erected by the enemy surface
4 A lost clod, disconnected from their earthy bretheren and the link
ridden into battle by a stalagknight. that ties them to the gnomi, is starting to develop a will of its own,
dwellers.
though pines for its home and people.
LOAM WIZARD (small elemental, lawful neutral) To turn a standard earth elemental into a lurching keep, use the following
AC HP SPEED Str Dex Con Int Wis Cha Challenge changes to its stat block (and may also benefit from the traits listed above): 5 One of the four Alchemist Kings has heard of a great cash of gnomi
14 44 (8d6+16) 20 12 10 14 9 12 8 6 (2,300 XP)
heart-stones held by a prominent dirt king, and will hire
Saving Throws Con +4, Cha +1 Size. Change to huge mercenaries to steal the cash without alerting the Miner's Guild to
Innate Spellcasting. The loam wizard’s innate spellcasting ability is this activity.
Hit Points. Change to 243 (18d12 + 126)
Charisma (spell save DC 9). The loam wizard can innately cast the following
spells, requiring no material components:
Speed. Change to 40 ft., burrow 40 ft. 6 A gnomish tinker turned by greed is developing machines of war
At will: telekinesis (great steam-and-gear-driven drills, crushers, and vacuum tanks)
Ability Scores. Change Strength and Constitution to 24 designed to combat the earthenkind, and is attempting to aid the
3/day each: dispel magic, levitate, move earth, wall of stone guild in their manufacturing. The gnomish elders want this gnome
1/day each: earthquake, disintegrate Challenge. Change to 11 (7,200 XP) apprehended and brought to the Undercrust to face their judgement.
Actions
Walking Tower. Up to 10 small-sized earthenkind (or five creatures of 7 The party (wherever they may be) finds a Rod of the Gnomi.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + medium size) may occupy the insides of the elemental, which may open a Earthenkind antics ensue.
1) bludgeoning damage. doorway for them at any time they wish to leave or enter. Up to four
Crystalline Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. earthenkind may stand on the turret at the top of the elemental, and benefit 8 One of the Alchemist Kings' gargoyles has been captured by the
Hit: 5 (1d6 + 2) bludgeoning damage. The staff is a +1 enchanted weapon. from half cover from outside attacks.
earthenkind. The party may be hired to retrieve (or destroy) the
Arcane guardians of the earthenkind, the loam wizards are powerful casters. gargoyle before it can give up important information, though the
Actions. Replace the elemental's actions with the following-
party will find that the gargoyle has bonded with its elemental roots
DIRT KING (small elemental, lawful neutral) Multiattack. The elemental makes two slam attacks. and has joined the earthenkind.
AC HP SPEED Str Dex Con Int Wis Cha Challenge
Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 18 (2d10
14 90(12d6+48) 15 12 8 18 8 12 8 3 (700 XP)
+ 7) bludgeoning damage. 9 A cult of human elemental earth-worshipers have infiltrated
Saving Throws Con +8, Wis +5 Hollowspire and work in secrecy to pull up the worked stone floors
Rod of the Gnomi. In place of taking any other actions, the dirt king may EARTHEN PITS so that the earthenkind may make their attacks into the heart of the
use the Rod of the Gnomi to conjure 1d6 - 3 clod soldiers from a patch of city.
An earthen pit is a roiling, magical portal (10' x 10') that may be opened in a
nonmagical, unworked earth within 50 ft.. A maximum of 10 clod soldiers
non-magical, unworked earthen surface that leads to a font of elemental
may be created by the rod at any given time, though existing clod soldiers
energy. 1D6 - 1 new clod soldiers may arise from the earthen pit each turn. The
10 Investigating the curious and sudden absence of a massive army of
may be dismissed to allow for a new one to be created (regardless of the earthenkind, the party learns about a greater war being waged
pit itself may be attacked, and has an AC of 14, 65 Hit Points, and the standard
distance). At any time the rod would create two or more clod soldiers, the dirt between the denizens of the elemental planes.
vulnerabilities, resistances, and immunities native to the earthenkind
king may instead choose to spawn an earthen pit.
themselves.
Actions
Any earthenkind of small size may freely enter one earthen pit and emerge
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d4 + Written and designed by Dutchmogul
from another without losing any movement, regardless of the distance between
1) bludgeoning damage.
them. Non-elementals (of the earth variety) that enter an earthen pit fall into a
Rod of the Gnomi. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. bottomless void and are crushed for 10d6 bludgeoning damage each turn. The Earthenkind were created by Ill Gotten Games and are licensed under the
Hit: 6 (1d6 + 3) bludgeoning damage. The rod is a +2 enchanted weapon. Creative Commons - Attribution - Non-Commercial - Share Alike license.
Conjuring an Earthen Pit: Earthen pits may be summoned by use of a
Entrusted with magical rods sacred to the earthenkind, these rotund leaders Rules content is designed using the OGL and Version 5.1 SRD by Wizards of
conjure elemental spell, but are more often created by dirt kings wielding a
of clods are often carried into battle to make up for their plodding speed. the Coast Inc.
Rod of the Gnomi.

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