Lava SuRgeR

Lava surgers are larger, more powerful lava elementals. Their enormous forms radiate intense heat, causing the air around them to shimmer and twist.

Surge (Ex): A lava surger sometimes engulfs smaller opponents in its molten form. A lava surger may target any creatures one or more size categories smaller than itself with an engulf attack as a standard action. The lava surger merely has to move over the opponents, affecting as many as fit inside its space. Opponents can make attacks of opportunity against the lava surger as it moves, but if they do so they are not entitled to a saving throw against its surge. Those who do not attempt attacks of opportunity must make a DC 38 Reflex save or be engulfed; if they succeed, they are pushed back or aside (their choice) as the lava surger moves forward.

Engulfed creatures are automatically affected by the lava surger's lava sear ability each round they remain engulfed, and are considered to be grappled and trapped within the lava surger's body. The save DC is Strength-based.

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:

lemen Small Elemental (Water, Extraplanar)

20 ft. (4 squares), swim 90 ft. 18 (+1 sze, +1 Agy, +6 natural), touch 12, flat-footed 17 +1/-1

Slam +4 melee (1d6+3) Slam +4 melee (1d6+3) 5 ft./5 ft.

Drench, numbing blow (DC 12), vortex Darkvision 60 ft., bracers, elemental traits

Fort +4, Ref +1, Will +0 Str 14, Agy 12, Sta 13, Int 4, Spt 11, Cha 10 listen +2, Spot +3, Swim +10 Combat Reflexes8, Power Attack

Any aquatic

Abyssal Maw (The Elemental Plane) Solitary 1

None

Always chaotic neutral 3 HD (Small)

Element Huge Elemental (Water, Extraplanar)

23 (-2 sze, +5 Agy, +10 natural), touch 13, flat-footed 18

Corrupt water, drench, numbing blow (DC 23), vortex

Darkvision 60 ft., bracers, damage reduction 5/-

elemental traits

Medium Elemental (Water, Extraplanar)

Slam +6 melee (1d8+4) Slam +6 melee (1d8+4) 5 ft./5 ft.

Drench, numbing blow (DC 15), vortex Darkvision 60 ft., bracers, elemental traits

Fort +7, Ref +3, Will +1 Str 16, Agy 14, Sta 17, Int 4, Spt 11, Cha 10 listen +3, Spot +4, Swim +11 Cleave, Combat Reflexes8, Power Attack

Any aquatic

Abyssal Maw (The Elemental Plane)

Solitary

None

Always chaotic neutral 5-7 HD (Medium)

Sea Spr Huge Elemental (Water, Extraplanar)

26 (-2 size, +6 Agy, +12 natural), touch 14, flat-footed 20

Slam +21 melee (2d10+8) 2 slams +21 melee (2d10+8), or spray +19 ranged (2d10+8) 15 ft./15 ft.

Drench, numbing blow (DC 25), spray, vortex

, Darkvision 60 ft., bracers, damage reduction 10/-, elemental traits Fort +17, Ref +13, Will +9 Str 26, Agy 22, Sta 21, Int 8, Spt 11, Cha 10

Large Elemental (Water, Extraplanar)

20 (-1 sze, +3 Agy, +8 natural), touch 12, flat-footed 17

Slam +10 melee (2d8+5) 2 slams +10 melee (2d8+5) 10 ft./10 ft.

Drench, numbing blow (DC 18), vortex

Darkvision 60 ft., bracers, damage reduction

5/-, elemental traits

Cleave, Combat Reflexes8, Great Cleave,

Power Attack

Any aquatic

Abyssal Maw (The Elemental Plane)

Solitary

None

Always chaotic neutral 8-15 HD (Large)

Huge Elemental (Water, Extraplanar)

29 (-2 sze, +7 Agy, +14 natural), touch 15, flat-footed 22

Slam +26 melee (2d10+9/19-20) 2 slams +26 melee (2d10+9/19-20)

Drench, numbing blow (DC 27), vortex

Darkvision 60 ft., bracers, damage reduction

10/-, elemental traits

Skills: Feats:

Cleave, Combat Reflexes8, Great Cleave, Improved Bull Rush, Iron Will, Power Attack, Skilled (listen and Spot)

Cleave, Combat Reflexes8, Great Cleave, Improved Bull Rush, Iron Will, Point Blank Shot, Power Attack, Precise Shot, Skilled (listen and Spot)

Environment: Area:

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

Abyssal Maw (The Elemental Plane) Solitary or pair 7

None

Usually chaotic evil 17-20 HD (Huge)

Abyssal Maw (The Elemental Plane) Solitary or pair 9

None

Always chaotic neutral 22-23 HD (Huge)

Knowledge (the planes) +14, listen +22, Spot +22, Swim +17

Cleave, Combat ReflexesB, Great Cleave, Improved Bull Rush, Improved Critical (slam), Iron Will, lightning Reflexes, Power Attack, Skilled (listen and Spot), Weapon Focus (slam)

Abyssal Maw (The Elemental Plane) Solitary or pair 11

None

Always chaotic neutral 25-48 HD (Huge)

This muscular humanoid is formed from glimmering blue-green water; polished brass bracers encircle its hefty arms and two glowing blue eyes shine from a featureless head. Its torso trails off into a vestigial whirlpool.

Water elementals, perhaps the most versatile of all the elementals, possess strong arms, quick reflexes, and hearty constitutions. Enemies fear them, for water elementals possess devastating slam attacks, numbing blows, and the capacity to form powerful whirlpools. They are also the most secretive. Many have never seen daylight and dwell near ocean wrecks and forgotten cities.

Human archmagi preferred summoning water elementals over all other elementals during the Third War. Of all the elementals, adventurers are most likely to succeed in diplomatic overtures with water elementals.

Combar

Water elementals rely on their vortex as a primary attack and then switch to melee combat as appropriate. They focus their numbing blows on a single target, hoping to neutralize one threat before turning their attention to other combatants.

Elemental

Height

Weight

Vortex Save DC

Vortex Damage

Vortex Height

Lesser Deep

4 ft.

34 lb.

14

1 d4

10-20 ft.

Deep

8 ft.

280 lb.

15

1d6

10-30 ft.

Greater Deep

16 ft.

2250 lb.

19

2d6

10-40 ft.

Befouled Water

32 ft.

18000 lb.

25

2d8

10-50 ft.

Sea Spray

36 ft.

21000 lb.

28

2d8

10-60 ft.

Sea

40 ft.

24000 lb.

31

2d8

10-60 ft.

Drench (Ex): A water elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).

Numbing Blow (Su): Once every ld4 rounds, a water elemental can put all its force behind a single blow. This single slam attack requires a full-round action. If the attack hits and deals damage, the target must make a Fortitude save (DC provided in the elemental's Special Attacks entry, above) or take ld4 points of Agility damage from the freezing cold water. Creatures immune to cold do not take Agility damage. The save DC is Stamina-based.

Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is in water, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water, even along the bottom, at its swim speed.

The vortex is 5 feet wide at the base, up to 30 feet wide at the top and at least 10 feet tall, depending on the 'elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below) and may be swept up by it. An affected creature must make a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also make a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based.

Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the vortex. Creatures caught in the vortex can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the vortex take a -4 penalty to Agility and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside it.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the vortex's base touches the seabed (or riverbed, etc.), it creates a swirling cloud of silt and debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in vortex form cannot make slam attacks and does not threaten the area around it.

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