EnRaged Rock G

Rage (Ex): An enraged rock elemental can rage once per day as a lst-level barbarian. An enraged rock elemental's rage lasts for 10 rounds. When raging, an enraged rock elemental has the following statistics: 279 hp; AC 24, touch 7, flat-footed 23; Atk 2 slams +29 melee (2d10+13/19-20); Fort +20, Will +12; Str 37, Sta 25.

Fire, Eifimenta.

Hit Dice: Initiative: Speed: Armor Class:

Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities:

Saves: Abilities: Skills: Feats:

Environment: Area:

Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:

Hit Dice: Initiative: Speed: Armor Class:

Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities:

Saves:

Abilities:

Skills:

Feats:

Living Flame Small Elemental (Fire, Extraplanar)

17 (+1 size, +1 Agy, +5 natural), touch 12, flat-footed 16

Slam +3 melee (1d4 plus 1d4 fire) Slam +3 melee (1d4 plus 1d4 fire) 5 ft./5 ft.

Darkvision 60 ft., bracers, fire subtype, elemental trails

Dodge, Improved Initiative^ Weapon FinesseB

Any land and underground Firelands (The Elemental Plane) Solitary 1

None

Always chaotic neutral 3 HD (Small)

Living Flame Medium Elemental (Fire, Extraplanar)

Slam +6 melee (1d6+1 plus 1d6 fire) Slam +6 melee (1d6+1 plus 1d6 fire) 5 ft./5 ft.

Darkvision 60 ft., bracers, fire subtype, elemental traits

Dodge, Improved Initiative^ Skilled (listen and

Spot), Weapon FinesseB

Any land and underground

Firelands (The Elemental Plane)

Solitary

None

Always chaotic neutral 5-7 HD (Medium)

Flaming Elemental Huge Elemental (Fire, Extraplanar) 16d8+64 (136 hp) +11

24 (-2 size, +7 Agy, +9 natural), touch 15, flat-footed 17

Slam +17 melee (2d8+4 plus 2d8 fire) 2 slams +17 melee (2d8+4 plus 2d8 fire) 15 ft./15 ft.

Darkvision 60 ft., bracers, damage reduction 5/

-, fire subtype, elemental traits

listen +22, Spot +22

Combat Reflexes, Dodge, Improved Initiative^ Iron Will, Mobility, Skilled (Listen and Spot), Spring Attack, Weapon FinesseB

j Element Huge Elemental (Fire, Extraplanar) 21d8+84 (178 hp) +12

27 (-2 size, +8 Agy, +11 natural), touch 16, flat-footed 19

Slam +22 melee (2d8+5 plus 2d8 fire) 2 slams +22 melee (2d8+5 plus 2d8 fire) 15 ft./15 ft.

Blaze (DC 24), burn (DC 24), suffocate (DC 24) Darkvision 60 ft., bracers, damage reduction 10/-, fire subtype, elemental traits Fort +11, Ref +20, Will +10 Str 20, Agy 27, Sta 18, Int 12, Spt 13, Cha 10 Knowledge (the planes) +25, Listen +27, Spot +27

Blind-Fight, Combat Reflexes, Dodge, Improved Initiative^ Iron Will, Mobility, Skilled

(Listen and Spot), Spring Attack, Weapon FinesseĀ®, Weapon Focus (slam)

Living Flame Large Elemental (Fire, Extraplanar)

23 (-1 size, +5 Agy, +9 natural), touch 14, flat-footed 18 +6/+12

Slam +10 melee (2d6+2 plus 2d6 fire) 2 slams +10 melee (2d6+2 plus 2d6 fire) 10 ft./10 ft.

Darkvision 60 ft., bracers, damage reduction 5/-, fire subtype, elemental traits

listen +14, Spot +14

Dodge, Improved Initiative^ Mobility, Skilled (listen and Spot), Weapon FinesseB Any land and underground Firelands (The Elemental Plane) Solitary 5

None

Always chaotic neutral 9-15 HD (large)

FieRy DestRoyeR Huge Elemental (Fire, Extraplanar) 24d8+96 (204 hp) +13

28 (-2 size, +9 Agy, +11 natural), touch 17, flat-footed 19

Slam +26 melee (2d8+6 plus 2d8 fire) 2 slams +26 melee (2d8+6 plus 2d8 fire) 15 ft./15 ft.

Burn (DC 26), consume, suffocate (DC 26)

Darkvision 60 ft., bracers, damage reduction

10/-, fire subtype, elemental traits

Knowledge (the planes) +28, listen +30,

Spot +30

Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative^ Iron Will, Mobility, Skilled (listen and Spot), Spring Attack, Weapon FinesseB, Weapon Focus (slam)

Environment: Area:

Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:

Any land and underground Firelands (The Elemental Plane) Solitary 7

None

Always chaotic neutral 17-20 HD (Huge)

Any land and underground Firelands (The Elemental Plane) Solitary 9

None

Always chaotic neutral 22-23 HD (Huge)

Any land and underground Firelands (The Elemental Plane) Solitary 11

None

Always chaotic neutral 25-48 HD (Huge)

This strange being is formed of blazing flames held together to create the appearance of a muscular humanoid torso. Black metal bracers encircle the thing's arms, and its torso trails off into a fiery tail.

Fire elementals are beings of hate and cruelty. They enjoy causing pain.

Fire elementals ignite all that they touch and consume the air around them.

Combat

Fire elementals prefer close combat, where they can set their opponents alight and take no damage from the resulting blaze. They initiate combat with a suffocate attack to weaken their enemies before engaging in melee. Cunning foes, fire elementals lure their opponents into dangerous areas, such as dry forests the elemental can set alight. Fire elementals are intelligent enough to attack only those who seem easy targets, and they usually flee when the battle turns against them.

Burn (Ex): A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must make a Reflex save or catch on fire (DC provided in the elemental's Special Attacks entry, above). A burning creature can take a move action to put out the flame. The flames burn for 1d4 rounds. The save DC is Stamina-based. ,. ^

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack and also catch on fire unless they succeed on a Reflex save.

Suffocate (Su): A fire elemental burns so hot and bright that it consumes all the air around it. Anyone within 5 feet of a fire elemental must make a Fortitude save (see the Special Attacks entry listed above). On a failed save, the target takes a -4 penalty to all Intellect-and Wisdom-based checks, as well as Concentration checks, for 1d4 rounds. Multiple failed saves increase the effect's duration but do not increase the penalties.

Constructs, undead, and other creatures that do not breathe are immune to this effect. A target that makes her save is immune to suffocation from that elemental for 24 hours. The save DC is Stamina-based.

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