Two facts regarding the monsters and templates listed below are worth noting.
First, Taeran dragons are not considered "monsters" in the normal sense, but are instead treated as NPCs (or even PCs) in most ways, and they therefore are not listed in this document. See the Dragons document for more details on dragons, including several new types.
Second, the Level Adjustments given in the statistics below (for monsters which could potentially be played as PCs) are not balanced to the standard d20 rules, but are instead balanced to the standard races of Taera, which (as even a cursory glance at some of the more powerful races proves) are significantly more powerful than standard ones. When using these monsters in other campaign settings, it will be necessary to adjust the given Level Adjustments upward by +2 or more.
Animit
Tiny Old One
HD: 4d12+20 (68 hit points)
Init: +7 (Dex)
Speed: Fly 30 feet (Perfect)
AC: 26 (+2 size, +7 Dex, +2 natural, +5 deflection), Touch 24, Flat-Footed 19
Base Attack/Grapple: +3/-8
Attack: Seed Slam +12 melee (1d4-3)
Full Attack: 4 Seed Slams +10 melee (1d4-3)
Space/Reach: 0 ft./0 ft.
Special Attacks: Animate Corpse, Death Throes, Life Seeds, Undeath to Death
Special Qualities: Darkvision 120 ft., Fast Healing 5, Immunities, Intense Life Energy, Old One Qualities, Resurrection, SR 19
Saves: Fort +14, Ref +16, Will +12
Abilities: STR 5, DEX 25, CON 20, INT 17, WIS 16, CHA 21
Skills: Concentration +12, Diplomacy +7, Hide +22, Intimidate +12, Listen +10, Search +10, Sense Motive +10, Spot +10
Feats: Combat Expertise, Dodge, MultiattackB, Weapon FinesseB
Animate Corpse (Su): The Life Seeds surrounding an Animit (see below) contain extremely concentrated positive energy, and can be released to provide it to other creatures. Most commonly, the energy is released to animate corpses the Animit comes across, and use them as mindless servants. This ability works essentially like the Animate Dead spell (caster level equals the Animit's hit dice), except that corpses animated by an Animit are Deathless rather than Undead because positive energy animates them rather than negative. Furthermore, an Animit can control up to twelve times its hit dice in animated creatures, rather than four as normal for the spell.
The Animit may only use this ability once per day per Life Seed it has. Each time it uses the Animate Corpse ability, one of its Life Seeds loses its inner glow and becomes perfectly translucent, only regaining its internal glow 24 hours after being used. Because use of its Undeath to Death ability similarly drains its Life Seeds, the Animit must split its uses of the two abilities carefully during a given day.
Death Throes (Ex): When an Animit dies, any Life Seeds it had that are still intact explode immediately and violently. This explosion deals 1d6 points of Force damage per intact Life Seed to all creatures within 5 feet of the Animit at the time of its death (a DC 17 Reflex save applies for half damage). The save DC is CON-based. Animits larger than Tiny size produce larger explosions; increase the radius of the detonation by 5 feet per size category above Tiny the Animit was (for instance, a Large Animit produces a blast with a radius of 20 feet).
Immunities (Ex): As Old Ones, Animits are immune to poison, sleep effects, disease, and paralysis effects.
Intense Life Energy (Ex): Animits carry extremely high concentrations of positive energy in their bodies, and as a result have maximum hit points per hit die. Furthermore, an Animit has a deflection bonus to AC equal to its CHA modifier (minimum 1). Finally, Animits are immune to harmful effects of positive energy, including temporary hit points above the normal maximum granted by Positive-Dominant planes.
Life Seeds (Su): Animits are surrounded by tiny whirling crystals of solidified positive energy. These crystals orbit the Animit's body much like Ioun Stones, but are much faster and more difficult to damage; each Life Seed is AC 25 plus the Animit's DEX and CHA modifiers, has 5 hit points, and Hardness 50. If an Animit loses any Life Seeds, then it loses a corresponding number of hit dice as well unless it only has 4 hit dice (it cannot go below 4 hit dice). An Animit with less than its original number of Life Seeds regenerates them (and any corresponding HD) at the rate of one Seed per week. If the Animit dies, all of its remaining Life Seeds self-destruct in explosions simultaneously (as described under Death Throes, above).
Each Life Seed that an Animit has gives it several benefits. First, the Life Seeds provide an Animit with its only natural attack form; the creature is able to control the orbits of its Life Seeds well enough to Slam creatures within its reach with them. Thus, an Animit has one Seed Slam attack per Life Seed it has (though it may direct no more than ten Life Seeds at any individual opponent within a single round, if it has more than ten Life Seeds). Though the Life Seeds are extremely small, they are also very hard and move at nearly unimaginable speed, so they can deal considerable damage to any opponents they hit. Second, the Animit gets +1 natural armor for every 2 Life Seeds it has, because the seeds tend to get in the way of any attacks that could otherwise reach the creature's actual body. Third, the Life Seeds provide the power source for an Animit's Animate Corpse and Resurrection abilities, and limit the number of times it may use those abilities. Finally, Life Seeds grant the Animit higher SR; an Animit's SR rating always equals 17 plus half its number of Life Seeds (rounded down).
Old One Qualities: Old Ones apply their CHA modifier (if positive) as a bonus to all saving throws, have Fast Healing at a rate equal to their CON modifiers (minimum 1), and do not need to sleep, eat, or breathe. Old Ones are not subject to critical hits.
Resurrection (Sp): An Animit may use the energy in its Life Seeds to restore actual life to a dead creature. This works like the spell True Resurrection, but destroys the Life Seed the Animit uses to activate it, and the Animit loses one hit die along with the Life Seed as normal. As a result, Animits are very reluctant to use this ability, and generally refuse to do so for any non-Animit creature that has not given great service to the resurrecting Animit in the past.
Undeath to Death (Su): An Animit may also use the positive energy stored in its Life Seeds on Undead targets. When so used, the Life Seed produces an effect essentially identical to an Undeath to Death spell, as the Animit's positive energy cancels out the negative energy held in the Undead forms. Animits do not seem to hold any particular animosity for Undead, but do not hesitate to use this ability if provoked by any such creatures.
The ability affects 1d4 HD of Undead creatures per hit die of the Animit, within a 20-foot radius burst (plus 10 feet per size category above Tiny the Animit is- e.g. a Large-size Animit has a radius of 50 feet) centered on the Animit itself. Undead with the fewest HD are affected first, and those closer to the center are affected before those farther away. Undead with HD of double the Animit's hit dice or more are unaffected by the blast, and all creatures which are affected may make a Will save (DC 17) to avoid destruction. Those that fail the Will save are consumed in brilliant white flames as the intense positive energy burns through them. The save DC is CHA-based.
The Animit may only use this ability once per day per Life Seed it has. Each time it uses the Undeath to Death ability, one of its Life Seeds loses its inner glow and becomes perfectly translucent, only regaining its internal glow 24 hours after being used. Because use of its Animate Corpse ability similarly drains its Life Seeds, the Animit must split its uses of the two abilities carefully during a given day.
Astral Juggernaut
Colossal Construct
HD: 60d10 (330 hit points)
Init: +2 (Dex)
Speed: 50 feet
AC: 52 (-8 size, +2 Dex, +48 natural), Touch 4, Flat-Footed 50
Base Attack/Grapple: +45/+82
Attack: Slam +56 melee (4d6+31)
Full Attack: 2 Slams +56 melee (4d6+31)
Space/Reach: 30 ft./30 ft.
Special Attacks: 2 abilities from Menu E
Special Qualities: Construct traits, DR 15/-, PR 42
Saves: Fort +20, Ref +22, Will +22
Abilities: STR 53, DEX 15, CON -, INT -, WIS 15, CHA 6
Skills: -
Feats: -
Epic Feats: -
Astral Construct Menu E
(You may replace any choice on this menu with two choices on Menu D.)
Augmented Speed (Ex): The construct acts as though constantly Hasted. It gains a +1 Dodge bonus to AC and Reflex saves, a +1 bonus to attack rolls, and gains an extra attack when it uses the Full Attack action. The construct's modes of movement (however many it has) increase by 30 feet each, to a maximum of double the normal amount.
Superior Carapace (Ex): The construct's surface is covered in a supremely hard carapace, granting it damage reduction of 5/-.
Superior Repair (Ex): The construct gains Fast Healing 10.
True Concussion (Sp): The construct manifests True Concussion as a free action once per round.
Ultimate Armor (Ex): The construct gains a +16 Deflection bonus to AC.
Ultra Buff (Ex): The construct gains 25d10 temporary hit points (multiple selections do not stack).
Astral Construct Menu D
(You may replace any choice on this menu with two choices on Menu C.)
Amplified Invisibility (Sp): The construct manifests Amplified Invisibility (self only) as a standard action.
Extra Hard Carapace (Ex): The construct's surface forms hard, armorlike plates. The construct gains a damage reduction of 10/adamantine. This replaces any damage reduction the construct might already have.
Mass Concussion (Sp): The construct manifests Mass Concussion as a free action 3 times per day.
Super Buff (Ex): The construct gains 17d10 temporary hit points (multiple selections do not stack).
Toughest (Ex): The construct receives 10 hit points per die, instead of 5.5 per die.
Ultraheavy Armor (Ex): The construct gains a +10 Deflection bonus to AC.
Whitefire Aura (Ex): The entire surface of the construct radiates with an intense white-hot flame. Creatures within 5 feet of the construct take 5d4 points of damage. The fire ignites combustibles as the Whitefire power. Once activated, the aura burns for a number of rounds equal to half of the construct's Hit Dice. Multiple selections do not stack.
Balrog
Huge Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
HD: 40d8+156 (273 hit points)
Init: +14 (+6 Dex, +8 Superior Initiative)
Speed: 60 feet, Fly 130 feet (good)
AC: 36 (-2 size, +6 Dex, +22 natural), Touch 14, Flat-Footed 30
Base Attack/Grapple: +40/+64
Attack: +1 Flaming Vorpal Longsword +56 melee (2d8+16/17-20 plus 1d6 Fire)
Full Attack: +1 Flaming Vorpal Longsword +54/+49/+44/+39 melee (2d8+16/17-20 plus 1d6 Fire) and +1 Flaming Whip +53/+48/+43/+38 melee (1d6+8 plus 1d6 Fire plus Entangle); or 2 Slams +54 melee (2d6+16)
Space/Reach: 15 ft./15 ft. (20 ft. with +1 Flaming Whip)
Special Attacks: Death Throes, Entangle, Spell-Like Abilities, Summon Tanar'ri, Vorpal Sword
Special Qualities: DR 10/Cold Iron and Epic and Good, Darkvision 60 ft., Evasion, Fast Healing 2, Flaming Body, Immunity to Electricity, Fire, and Poison, Low-Light Vision, Resistance to Acid 10 and Cold 20, Shadow Blend, Shadow Luck, SR 38, Telepathy 100 ft., True Seeing
Saves: Fort +36, Ref +30, Will +31
Abilities: STR 43, DEX 25, CON 35, INT 24, WIS 24, CHA 29
Skills: Bluff +52, Concentration +45, Diplomacy +56, Disguise +9 (+11 acting), Hide +42, Intimidate +54, Knowledge (any one except Planes) +50, Knowledge (the Planes) +50, Listen +58*, Lucid Dreaming +28@, Move Silently +56*, Search +50, Sense Motive +50, Spellcraft +43 (+45 scrolls), Spot +58*, Survival +7 (+9 following tracks, +9 on non-native planes), Taunt +11, Use Magic Device +45 (+47 scrolls)
Feats: Cleave, Combat Reflexes, Great Cleave, Greater Two-Weapon Fighting, Improved Critical (Longsword), Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (Greater Dispel Magic), Quicken Spell-Like Ability (Telekinesis), Quicken Spell-Like Ability (Unholy Aura), Two-Weapon Fighting, Weapon Focus (Longsword)
Epic Feats: Perfect Two-Weapon Fighting, Superior Initiative
Death Throes (Su): When killed, a Balrog explodes in a burst of black corruption that deals 100 points of damage to everything within 100 feet (Reflex half DC 42). This automatically destroys any weapons the Balrog is holding. The save DC is CON-based.
Entangle (Ex): A Balrog's +1 Flaming Whip entangles foes much like an attack with a net. The whip has 20 hit points, and needs no folding. If it hits, the target and the Balrog immediately make opposed STR checks; if the Balrog wins, it usually drags the target against its flaming body (see below). If the Balrog does this, the target remains anchored against the Balrog's body until it escapes the whip. Targets entangled in the whip take 1d6 points of fire damage per round if not actually held against the Balrog's body, and some Balrogs like to torture their foes this way rather than use their own body flames.
Spell-Like Abilities: At will- Blasphemy (DC 26), Deeper Darkness, Desecrate, Detect Good, Dominate Monster (DC 28), Greater Dispel Magic, Greater Teleport (self plus 50 pounds of objects only), Insanity (DC 26), Power Word Stun, Telekinesis (DC 24), Unhallow (DC 19 + spell level for any associated effect), Unholy Aura (DC 27), and Unholy Blight (DC 23); 1/day- Cause Fear (DC 20), Fire Storm (DC 27), Implosion (DC 28), Mirror Image, and Plane Shift (self only; to/from Plane of Shadow only). Caster level 30th. The save DCs are CHA-based.
Vorpal Sword (Su): Every Balrog carries a Huge-sized +1 Flaming Vorpal Longsword that looks like a flame or bolt of lightning.
Summon Tanar'ri (Sp): Once per day a Balrog can automatically summon 4d10 Dretches, 1d4 Hezrous, or one Nalfeshnee, Glabrezu, Marilith, or Balor. This ability is the equivalent of a 9th-level spell.
Flaming Body (Su): Balrogs are constantly wreathed in shadowy flames, and if the flames are somehow doused, they can be restarted by the Balrog as a free action (even on another creature's turn). Anyone grappling with it or trapped against its body takes 6d6 points of fire damage each round.
True Seeing (Su): Balrogs have a continuous True Seeing ability, as the spell (caster level 40th).
Fast Healing (Ex): Balrogs automatically heal 2 hit points per round as long as they are alive. When killed, a Balrog explodes as detailed above.
Shadow Blend (Su): In any conditions other than full daylight, a Balrog can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a Light or Continual Flame spell, does not negate this ability, though a Daylight spell will.
Shadow Luck: Balrogs receive a +2 luck bonus to all saving throws. This bonus is already added in to the numbers given above.
Skills: *Balrogs receive a +8 racial bonus to Listen and Spot checks, and a +6 racial bonus to Move Silently checks.
@Lucid Dreaming is purchased as a cross-class skill for Balrogs, though all of them have the ability because they are sometimes sent to haunt the nightmares of mortals (for reasons only Cenob knows). They are, of course, free to use the ability of their own volition, but normally prefer real victims to dreaming ones.
Chaos Elemental
The five demigods who started the Revolution of Five Elements- Boom, Orange, Prickle, Pungent, and Sweet- did not enter the fray unprepared. Not only did they have their own "new Elemental" planes, based on their own spheres of influence, but they also made sure that those planes spawned their own bits of sentient matter, just like the true Elemental Planes. These odd spirits would have become the new Elementals if the Revolution had succeeded, but as things turned out it failed. While the creators lie in stasis, slowly fading away as their religions die and their power ebbs, the weird Outsiders spawned from their home planes are their emmissaries in the larger Multiverse.
While they are not truly Elementals, their origin and abilities are so similar to those of the true Elementals that scholars refer to them as such. Since the Five Elements the gods wished to replace the real ones with are commonly known as the "Elements of Chaos" or "Chaos Elements," the beings who represent those forces have come to be collectively called Chaos Elementals. Their abilities are strange, and vastly different between the five types, and yet most of them retain qualities eerily reminiscent of the normal Elementals. Fate may have doomed the Revolution, but the Chaos Elementals remain as a curious (and often disturbing) glimpse of what might have been.
Summon Chaos Elemental: The larger Chaos Elementals have a quality common to many Outsider races- the ability to summon others of their kind. Medium Chaos Elementals can summon 1d4 Small ones, Large can summon either 3d4 Small or 1d4 Medium, and Huge can summon 1 Huge, 1d4 Large, or 3d4 Medium. Regardless of the number and type of creatures called, a Chaos Elemental can only use this ability once per day. Summoned creatures return from whence they came after 1 hour, and during that hour are unable to use their own summoning powers, if they have any. Chaos Elementals do not use the summoning power lightly, since there are few of them left in the Multiverse and they are the lifelines for their creators. In general, they only use it when necessary to save their own lives.
| Small Boom Elemental | Medium Boom Elemental | Large Boom Elemental | Huge Boom Elemental | |
|---|---|---|---|---|
| Small Outsider (Chaotic, Extraplanar, Fire) | Medium Outsider (Chaotic, Extraplanar, Fire) | Large Outsider (Chaotic, Extraplanar, Fire) | Huge Outsider (Chaotic, Extraplanar, Fire) | |
| HD: | 2d8-4 (5 hit points) | 4d8 (18 hit points) | 8d8+8 (44 hit points) | 16d8+32 (104 hit points) |
| Init: | +5 (+1 Dex, +4 Improved Initiative) | +7 (+3 Dex, +4 Improved Initiative) | +9 (+5 Dex, +4 Improved Initiative) | +11 (+7 Dex, +4 Improved Initiative) |
| Speed: | Fly 30 ft. (good) | Fly 30 ft. (good) | Fly 30 ft. (good) | Fly 30 ft. (good) |
| AC: | 12 (+1 size, +1 Dex), Touch 12, Flat-Footed 11 | 13 (+3 Dex), Touch 13, Flat-Footed 10 | 16 (-1 size, +5 Dex, +2 natural), Touch 14, Flat-Footed 11 | 20 (-2 size, +7 Dex, +5 natural), Touch 15, Flat-Footed 13 |
| Base Attack/Grapple: | +2/-2 | +4/+6 | +8/+18 | +16/+34 |
| Attack: | Bite +3 melee (1d4 plus 1d4 Sonic) | Bite +6 melee (1d6+2 plus 1d6 Sonic) | Bite +13 melee (1d8+6 plus 1d8 Sonic) | Bite +24 melee (2d6+10 plus 2d6 Sonic) |
| Full Attack: | Bite +3 melee (1d4 plus 1d4 Sonic) | Bite +6 melee (1d6+2 plus 1d6 Sonic) | Bite +13 melee (1d8+6 plus 1d8 Sonic) | Bite +24 melee (2d6+10 plus 2d6 Sonic) |
| Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./10 ft. | 15 ft./15 ft. |
| Special Attacks: | Death Throes, Explode | Death Throes, Explode, Summon Boom Elemental | Death Throes, Explode, Summon Boom Elemental | Death Throes, Explode, Summon Boom Elemental |
| Special Qualities: | Chaos Elemental Qualities, Darkvision 60 ft., Sonic Resistance 5 | Chaos Elemental Qualities, Darkvision 60 ft., Sonic Resistance 10 | Chaos Elemental Qualities, Damage Reduction 5/-, Darkvision 60 ft., Sonic Resistance 15 | Chaos Elemental Qualities, Damage Reduction 5/-, Darkvision 60 ft., Sonic Resistance 20 |
| Saves: | Fort +1, Ref +4, Will +3 | Fort +4, Ref +7, Will +4 | Fort +7, Ref +11, Will +6 | Fort +12, Ref +17, Will +10 |
| Abilities: | STR 10, DEX 13, CON 6, INT 8, WIS 10, CHA 10 |
STR 14, DEX 17, CON 10, INT 10, WIS 10, CHA 10 |
STR 22, DEX 21, CON 12, INT 12, WIS 10, CHA 10 |
STR 30, DEX 25, CON 14, INT 14, WIS 10, CHA 10 |
| Skills: | Bluff +5, Diplomacy +9, Disguise +0 (+2 acting), Hide +10, Intimidate +2, Listen +5, Move Silently +6, Spot +5, Taunt +7 | Bluff +7, Diplomacy +11, Disguise +0 (+2 acting), Hide +10, Intimidate +9, Listen +7, Move Silently +10, Spot +7, Taunt +9 | Bluff +11, Diplomacy +15, Disguise +11 (+13 acting), Hide +12, Intimidate +13, Listen +11, Move Silently +16, Spot +11, Taunt +13 | Bluff +19, Diplomacy +25, Disguise +19 (+21 acting), Hide +18, Intimidate +21, Listen +19, Move Silently +26, Sense Motive +19, Spot +19, Taunt +21 |
| Feats: | Dodge, Improved InitiativeB | Dodge, Improved InitiativeB, Mobility | Combat Reflexes, Dodge, Improved InitiativeB, Mobility | Cleave, Combat Reflexes, Dodge, Improved InitiativeB, Mobility, Power Attack, Spring Attack |
| Environment: | Elemental Plane of Boom | Elemental Plane of Boom | Elemental Plane of Boom | Elemental Plane of Boom |
| Organization: | Solitary | Solitary | Solitary | Solitary |
| Challenge Rating: | 2 | 5 | 8 | 11 |
| Treasure: | None | None | None | None |
| Alignment: | Usually Chaotic Neutral | Usually Chaotic Neutral | Usually Chaotic Neutral | Usually Chaotic Neutral |
| Advancement: | 3 HD (Small) | 5-7 HD (Medium) | 9-15 HD (Large) | 17-31 HD (Huge) |
| Level Adjustment: | +1 | +3 | +5 | +5 |
| Boom Elemental Sizes | ||||
|---|---|---|---|---|
| ------Explode------ | ||||
| Elemental | Diameter | Weight | Radius | Save DC |
| Small | 3 ft. | 20 lb. | 10 ft. | 9 |
| Medium | 5 ft. | 80 lb. | 20 ft. | 12 |
| Large | 8 ft. | 400 lb. | 30 ft. | 15 |
| Huge | 11 ft. | 2000 lb. | 40 ft. | 20 |
Explode (Su): Boom Elementals are the embodiment of explosions, and when they choose to do so, they may loose the power so embodied to run free. A Boom Elemental using this ability literally detonates itself in a powerful blast of flame and force; the explosion deals damage equal to the Boom Elemental's racial hit dice with no adjustments (i.e., a Huge Boom Elemental with 16 hit dice deals 16d8 damage) to all creatures within a radius dependent on the creature's size (see table above). The damage is half force, and half fire. Creatures caught within the blast radius may attempt a Reflex save for half damage; the DC is also listed above. The save DC is CON-based.
A Boom Elemental typically uses this ability when a battle is going badly for it, or when it can take many injured enemies with it in the burst. The reason it tries to catch many injured enemies in the blast at once is that if an enemy reaches negative hit points or dies as a result of damage sustained in a Boom Elemental's Explosion, the body ruptures in the next round (treat as a coup-de-grace Bite attack from the Exploded Boom Elemental even though it is already dead) to produce a new Boom Elemental one size smaller than the original creature, with half its hit dice (if the Exploded Boom Elemental was Small with 2 hit dice, then new Boom Elementals birthed by the Explosion are also Small with 2 hit dice). It is, in theory, possible for extremely powerful and healthy creatures to survive this ghastly birthing process, but such a thing rarely happens. A creature brought to positive hit points before the next round does not birth a new Boom Elemental, so creatures with some contingency for instant healing in an emergency have the best chance for survival.
Boom Elementals birthed by the Explosion of the previous one are not under the control of whatever creature summoned the Exploded creature, if it was summoned, but they are automatically Friendly to that creature (if it is still alive) and any companions it has. Likewise, newly birthed Boom Elementals are always Friendly toward any companion creatures of the Exploded Boom Elemental that created them, though they are not necessarily immediately Hostile to whatever opponents the original creature was fighting. Generally, newly-birthed Boom Elementals go off in search of something else to blow up as soon as they are able to do so.
Death Throes (Su): Boom Elementals killed by their opponents before they can Explode as an action (see above) cause explosions anyway, of identical radius to the sort that would have been created by actions. However, these death throes deal only as much damage as the Elemental had hit points before the last attack that killed it (for instance, a Boom Elemental which had 2 hit points before the last attack kills it, deals 2 hit points of damage in its Death Throes), and a Reflex save for half damage (save DC also identical to the standard Explode number given in the table) is still allowed. Creatures brought to negative hit points, or killed, by the Death Throes of a Boom Elemental to not give birth to new Boom Elementals as they would for an Exploding one.
| Small Orange Elemental | Medium Orange Elemental | Large Orange Elemental | Huge Orange Elemental | |
|---|---|---|---|---|
| Small Outsider (Chaotic, Extraplanar) | Medium Outsider (Chaotic, Extraplanar) | Large Outsider (Chaotic, Extraplanar) | Huge Outsider (Chaotic, Extraplanar) | |
| HD: | 2d8 (9 hit points) | 4d8+4 (22 hit points) | 8d8+24 (60 hit points) | 16d8+80 (152 hit points) |
| Init: | +1 (+1 Dex) | +0 | +0 | -1 (-1 Dex) |
| Speed: | 30 ft. | 30 ft. | 30 ft. | 30 ft. |
| AC: | 15 (+1 size, +1 Dex, +3 natural), Touch 12, Flat-Footed 14 | 15 (+5 natural), Touch 10, Flat-Footed 15 | 16 (-1 size, +7 natural), Touch 9, Flat-Footed 16 | 16 (-2 size, -1 Dex, +9 natural), Touch 7, Flat-Footed 16 |
| Base Attack/Grapple: | +2/-2 | +4/+5 | +8/+17 | +16/+31 |
| Attack: | Slam +3 melee (1d4 plus Change Color) | Slam +5 melee (1d6+1 plus Change Color) | Slam +13 melee (1d8+5 plus Change Color) | Slam +22 melee (2d6+7 plus Change Color) |
| Full Attack: | Slam +3 melee (1d4 plus Change Color) | Slam +5 melee (1d6+1 plus Change Color) | Slam +13 melee (1d8+5 plus Change Color) | Slam +22 melee (2d6+7 plus Change Color) |
| Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./10 ft. | 15 ft./15 ft. |
| Special Attacks: | Blinding Burst, Change Color, Orange Ray | Blinding Burst, Change Color, Orange Ray, Summon Orange Elemental | Blinding Burst, Change Color, Orange Ray, Summon Orange Elemental | Blinding Burst, Change Color, Orange Ray, Summon Orange Elemental |
| Special Qualities: | Chaos Elemental Qualities, Orange Immunity | Chaos Elemental Qualities, Orange Immunity | Chaos Elemental Qualities, Damage reduction 5/-, Orange Immunity | Chaos Elemental Qualities, Damage Reduction 5/-, Orange Immunity |
| Saves: | Fort +3, Ref +4, Will +3 | Fort +5, Ref +4, Will +4 | Fort +9, Ref +6, Will +6 | Fort +15, Ref +9, Will +10 |
| Abilities: | STR 10, DEX 13, CON 10, INT 8, WIS 10, CHA 10 |
STR 12, DEX 10, CON 12, INT 10, WIS 10, CHA 12 |
STR 20, DEX 10, CON 16, INT 12, WIS 10, CHA 16 |
STR 24, DEX 8, CON 20, INT 14, WIS 10, CHA 20 |
| Skills: | Bluff +5, Diplomacy +7, Disguise +0 (+2 acting), Hide +10, Intimidate +7, Listen +7, Move Silently +6, Spot +7, Taunt +2 | Bluff +8, Diplomacy +12, Disguise +1 (+3 acting), Hide +7, Intimidate +10, Listen +9, Move Silently +7, Spot +9, Taunt +10 | Bluff +14, Diplomacy +18, Disguise +3 (+5 acting), Hide +7, Intimidate +16, Listen +13, Move Silently +11, Search +12, Spot +13, Survival +0 (+2 following tracks), Taunt +16 | Bluff +24, Diplomacy +30, Disguise +5 (+7 acting), Hide +10, Intimidate +26, Listen +21, Move Silently +18, Search +21, Sense Motive +19, Spot +21, Survival +0 (+2 following tracks), Taunt +26 |
| Feats: | AlertnessB, Blind-Fight | Ability Focus (Change Color), AlertnessB, Blind-Fight | Ability Focus (Change Color), AlertnessB, Blind-Fight, Weapon Focus (Slam) | Ability Focus (Change Color), AlertnessB, Blind-Fight, Cleave, Great Cleave, Power Attack, Weapon Focus (Slam) |
| Environment: | Elemental Plane of Orange | Elemental Plane of Orange | Elemental Plane of Orange | Elemental Plane of Orange |
| Organization: | Solitary | Solitary | Solitary | Solitary |
| Challenge Rating: | 2 | 5 | 8 | 11 |
| Treasure: | None | None | None | None |
| Alignment: | Usually Chaotic Neutral | Usually Chaotic Neutral | Usually Chaotic Neutral | Usually Chaotic Neutral |
| Advancement: | 3 HD (Small) | 5-7 HD (Medium) | 9-15 HD (Large) | 17-31 HD (Huge) |
| Level Adjustment: | +3 | +3 | +3 | +3 |
| Orange Elemental Sizes | |||||||
|---|---|---|---|---|---|---|---|
| ----Orange Ray---- | |||||||
| Elemental | Height | Weight | Blinding Burst Save DC | Change Color Save DC | Save DC | Range | Damage |
| Small | 4 ft. | 50 lb. | 11 | 11 | 11 | 30 ft. | 2d4 |
| Medium | 8 ft. | 400 lb. | 13 | 15 | 13 | 60 ft. | 2d8 |
| Large | 16 ft. | 3500 lb. | 17 | 19 | 17 | 90 ft. | 4d8 |
| Huge | 32 ft. | 24000 lb. | 23 | 25 | 23 | 120 ft. | 6d8 |
Blinding Burst (Su): Orange Elementals can release intense blasts of orange light which have the potential to blind their enemies. When an Orange Elemental uses this ability, any creature within sight of the Elemental must succeed at a Reflex save (DC varies according to the Elemental's size, as shown in the table above) or be stricken blind for 2d4 rounds. The save DC is CHA-based. Orange Elementals most often use this ability at the start of combat, since it gives them time to perform other actions while their opponents recover.
Change Color (Su): Being the very embodiment of the color Orange, Orange Elementals can cause any object they touch to turn orange. This is identical to the spell Slightly Improved Change Color, except that it requires neither an action nor any spell components to use, and has a varying save DC based on the Elemental's size (listed in the table above). Creatures or objects which fail the save instantaneously turn some shade of orange. Any creature hit by an Orange Elemental's Slam attack is subject to this effect, and must save unless it is already orange (in which case the Elemental was likely ignoring it anyway). Likewise, any creature the Elemental moves over or targets with a Bull Rush or Overrun attempt (whether or not the attempt is successful) is subject to this ability. The save DC is CON-based.
Orange Ray (Su): An Orange Elemental can fire a ray of orange energy much like that fired by a Prismatic Ray spell, except that it deals Acid damage based on the Elemental's size (see table above), and has a range and save DC also based on the creature's size (again, see the table). Furthermore, any objects or creatures struck by the ray must make Will saves (same DC), or change color to orange, as if hit by the Elemental's Change Color ability, regardless of whether they took damage from the ray or not. The save DC is CON-based.
Orange Immunity (Ex): Nothing that is colored any shade of orange can harm an Orange Elemental, regardless of what it is or what sort of damage it normally does. Orange Elementals are easily capable of walking into roaring (orange) flames or through lava fields without trouble, but if an opponent turns the flames blue, the creature is subject to the full normal fire damage. Likewise, an opponent trying to strike the Elemental with a weapon which has been turned orange by the creature deals no damage whatsoever, even if the weapon is a Vorpal Sword that just scored a natural 20 critical hit. Also, an Orange Elemental can ignore matter which is colored orange as if it were incorporeal, so opponents wearing orange armor will find that the armor is useless at preventing the Elemental's Slam attacks, even though it otherwise retains its properties (Ghost Touch armor will still prevent the Elemental from being able to strike the wearer). Creatures which are colored orange (such as fire elementals or orange dragons, or creatures turned orange by the Elemental) are completely incapable of harming an Orange Elemental with their natural attacks, unless they change color to something other than orange.
| Small Prickle Elemental | Medium Prickle Elemental | Large Prickle Elemental | Huge Prickle Elemental | |
|---|---|---|---|---|
| Small Outsider (Chaotic, Earth, Extraplanar) | Medium Outsider (Chaotic, Earth, Extraplanar) | Large Outsider (Chaotic, Earth, Extraplanar) | Huge Outsider (Chaotic, Earth, Extraplanar) | |
| HD: | 2d8+2 (11 hit points) | 4d8+12 (30 hit points) | 8d8+56 (92 hit points) | 16d8+176 (248 hit points) |
| Init: | +2 (+2 Dex) | +2 (+2 Dex) | +2 (+2 Dex) | +2 (+2 Dex) |
| Speed: | 40 ft. | 40 ft. | 40 ft. | 40 ft. |
| AC: | 17 (+1 size, +2 Dex, +4 natural), Touch 13, Flat-Footed 15 | 18 (+2 Dex, +6 natural), Touch 12, Flat-Footed 16 | 20 (-1 size, +2 Dex, +9 natural), Touch 11, Flat-Footed 18 | 22 (-2 size, +2 Dex, +12 natural), Touch 10, Flat-Footed 20 |
| Base Attack/Grapple: | +2/-3 | +4/+5 | +8/+15 | +16/+29 |
| Attack: | Spine +2 melee (1d3-1) | Spine +5 melee (1d4+1/19-20) | Spine +11 melee (1d6+3/19-20) | Spine +20 melee (1d8+5/19-20) |
| Full Attack: | Primary Spine +2 melee (1d3-1) and 3 Spines +0 melee (1d3-1) | Primary Spine +5 melee (1d4+1/19-20) and 4 Spines +3 melee (1d4+1/19-20) | Primary Spine +11 melee (1d6+3/19-20) and 5 Spines +9 melee (1d6+3/19-20) | Primary Spine +20 melee (1d8+5/19-20) and 6 Spines +18 melee (1d8+5/19-20) |
| Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./10 ft. | 15 ft./15 ft. |
| Special Attacks: | Impale | Impale, Summon Prickle Elemental | Impale, Summon Prickle Elemental | Impale, Summon Prickle Elemental |
| Special Qualities: | Chaos Elemental Qualities, Piercing Immunity | Chaos Elemental Qualities, Piercing Immunity | Chaos Elemental Qualities, Damage Reduction 5/-, Piercing Immunity | Chaos Elemental Qualities, Damage Reduction 5/-, Piercing Immunity |
| Saves: | Fort +4, Ref +5, Will +3 | Fort +7, Ref +6, Will +4 | Fort +13, Ref +8, Will +6 | Fort +21, Ref +12, Will +10 |
| Abilities: | STR 8, DEX 15, CON 13, INT 8, WIS 10, CHA 10 |
STR 12, DEX 15, CON 17, INT 10, WIS 10, CHA 10 |
STR 16, DEX 15, CON 25, INT 12, WIS 10, CHA 10 |
STR 20, DEX 15, CON 33, INT 14, WIS 10, CHA 10 |
| Skills: | Balance +4, Hide +11, Intimidate +4, Jump +6, Listen +5, Move Silently +7, Spot +5, Tumble +9 | Balance +11, Hide +9, Intimidate +8, Jump +10, Listen +7, Move Silently +9, Spot +7, Tumble +11 | Balance +15, Hide +9, Intimidate +14, Jump +16, Listen +11, Move Silently +13, Search +12, Spot +11, Survival +0 (+2 following tracks), Tumble +15 | Balance +23, Bluff +19, Diplomacy +2, Disguise +0 (+2 acting), Hide +13, Intimidate +26, Jump +26, Listen +19, Move Silently +21, Search +21, Spot +19, Survival +0 (+2 following tracks), Tumble +23 |
| Feats: | Multiattack | Improved Critical (Spine), Multiattack | Improved Critical (Spine), Multiattack, Weapon Focus (Spine) | Dodge, Improved Critical (Spine), Mobility, Multiattack, Spring Attack, Weapon Focus (Spine) |
| Environment: | Elemental Plane of Prickle | Elemental Plane of Prickle | Elemental Plane of Prickle | Elemental Plane of Prickle |
| Organization: | Solitary | Solitary | Solitary | Solitary |
| Challenge Rating: | 2 | 5 | 8 | 11 |
| Treasure: | None | None | None | None |
| Alignment: | Usually Chaotic Neutral | Usually Chaotic Neutral | Usually Chaotic Neutral | Usually Chaotic Neutral |
| Advancement: | 3 HD (Small) | 5-7 HD (Medium) | 9-15 HD (Large) | 17-31 HD (Huge) |
| Level Adjustment: | +3 | +3 | +3 | +3 |
| Prickle Elemental Sizes | ||
|---|---|---|
| Elemental | Diameter | Weight |
| Small | 3 ft. | 15 lb. |
| Medium | 5 ft. | 45 lb. |
| Large | 8 ft. | 180 lb. |
| Huge | 11 ft. | 720 lb. |
Impale (Ex): A Prickle Elemental can use a Charge action to Jump on a target and use essentially all its spines at once to attack with; this is the same as if the creature made a Full Attack at the end of its Charge. Prickle Elementals often use this attack on the most dangerous foes when in a challenging fight, since they know that most weapons which can be set against a Charge for extra damage are piercing weapons (and thus do no damage to them). Since this leaves it vulnerable during the next round, however, a Prickle Elemental will preferentially use this attack on an enemy which is separated from its companions and can be attacked one-on-one.
Piercing Immunity (Ex): Prickle Elementals take no damage from any attacks made with piercing weapons.
Skills: Prickle Elementals use their STR modifiers for Intimidate checks rather than CHA.
| Small Pungent Elemental | Medium Pungent Elemental | Large Pungent Elemental | Huge Pungent Elemental | |
|---|---|---|---|---|
| Small Outsider (Air, Chaotic, Extraplanar) | Medium Outsider (Air, Chaotic, Extraplanar) | Large Outsider (Air, Chaotic, Extraplanar) | Huge Outsider (Air, Chaotic, Extraplanar) | |
| HD: | 2d8 (9 hit points) | 4d8+4 (22 hit points) | 8d8+24 (60 hit points) | 16d8+80 (152 hit points) |
| Init: | +3 (+3 Dex) | +5 (+5 Dex) | +7 (+7 Dex) | +9 (+9 Dex) |
| Speed: | Fly 90 ft. (perfect) | Fly 90 ft. (perfect) | Fly 90 ft. (perfect) | Fly 90 ft. (perfect) |
| AC: | 14 (+1 size, +3 Dex), Touch 14, Flat-Footed 11 | 16 (+5 Dex, +1 natural), Touch 15, Flat-Footed 11 | 19 (-1 size, +7 Dex, +3 natural), Touch 16, Flat-Footed 12 | 22 (-2 size, +9 Dex, +5 natural), Touch 17, Flat-Footed 13 |
| Base Attack/Grapple: | +2/-2 | +4/+5 | +8/+15 | +16/+29 |
| Attack: | Slam +3 melee (1d4 plus Stench) | Slam +5 melee (1d6+1 plus Stench) | Slam +10 melee (1d8+3 plus Stench) | Slam +19 melee (2d6+5/19-20 plus Stench) |
| Full Attack: | Slam +3 melee (1d4 plus Stench) | Slam +5 melee (1d6+1 plus Stench) | Slam +10 melee (1d8+3 plus Stench) | Slam +19 melee (2d6+5/19-20 plus Stench) |
| Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./10 ft. | 15 ft./15 ft. |
| Special Attacks: | Engulf, Stench | Engulf, Stench, Summon Pungent Elemental | Engulf, Stench, Summon Pungent Elemental | Engulf, Stench, Summon Pungent Elemental |
| Special Qualities: | Acid Resistance 5, Chaos Elemental Qualities, Keen Scent | Acid Resistance 10, Chaos Elemental Qualities, Keen Scent | Acid Resistance 15, Chaos Elemental Qualities, Damage Reduction 5/-, Keen Scent | Acid Resistance 20, Chaos Elemental Qualities, Damage Reduction 5/-, Keen Scent |
| Saves: | Fort +3, Ref +6, Will +3 | Fort +5, Ref +9, Will +4 | Fort +9, Ref +13, Will +6 | Fort +15, Ref +19, Will +10 |
| Abilities: | STR 10, DEX 17, CON 10, INT 8, WIS 10, CHA 10 |
STR 12, DEX 21, CON 12, INT 10, WIS 10, CHA 10 |
STR 16, DEX 25, CON 16, INT 12, WIS 10, CHA 10 |
STR 20, DEX 29, CON 20, INT 14, WIS 10, CHA 10 |
| Skills: | Balance +5, Craft (Alchemy) +4, Diplomacy +2, Escape Artist +8, Jump +2, Listen +5, Move Silently +8, Spot +5, Taunt +5, Tumble +8 | Balance +7, Craft (Alchemy) +7, Diplomacy +2, Escape Artist +12, Intimidate +7, Jump +3, Listen +7, Move Silently +12, Spot +7, Taunt +7, Tumble +12 | Balance +9, Craft (Alchemy) +12, Diplomacy +13, Escape Artist +18, Intimidate +11, Jump +5, Listen +11, Move Silently +18, Spot +11, Taunt +13, Tumble +18 | Balance +11, Bluff +19, Craft (Alchemy) +21, Diplomacy +23, Escape Artist +28, Intimidate +21, Jump +7, Listen +19, Move Silently +28, Spot +19, Taunt +21, Tumble +28 |
| Feats: | DodgeB, Mobility | DodgeB, Flyby Attack, Mobility | DodgeB, Flyby Attack, Improved Critical (Slam), Mobility | Ability Focus (Stench), Combat Reflexes, DodgeB, Flyby Attack, Improved Critical (Slam), Mobility, Weapon Focus (Slam) |
| Environment: | Elemental Plane of Pungent | Elemental Plane of Pungent | Elemental Plane of Pungent | Elemental Plane of Pungent |
| Organization: | Solitary | Solitary | Solitary | Solitary |
| Challenge Rating: | 2 | 5 | 8 | 11 |
| Treasure: | None | None | None | None |
| Alignment: | Usually Chaotic Neutral | Usually Chaotic Neutral | Usually Chaotic Neutral | Usually Chaotic Neutral |
| Advancement: | 3 HD (Small) | 5-7 HD (Medium) | 9-15 HD (Large) | 17-31 HD (Huge) |
| Level Adjustment: | +3 | +4 | +5 | +5 |
| Pungent Elemental Sizes | ||||
|---|---|---|---|---|
| Elemental | Height | Weight | Engulf DC | Stench DC |
| Small | 4 ft. | 1 lb. | 11 | 11 |
| Medium | 8 ft. | 2 lb. | 13 | 13 |
| Large | 16 ft. | 4 lb. | 17 | 17 |
| Huge | 32 ft. | 8 lb. | 23 | 25 |
Engulf (Ex): A Pungent Elemental can simply move over creatures smaller than itself as a standard action. It cannot make a Slam attack during a round in which it Engulfs. The elemental merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the Pungent Elemental, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC given in the table above) or be Engulfed; on a success, they are pushed back or aside (opponent's choice) as the elemental moves forward. Engulfed creatures are subject to the Pungent Elemental's Stench (see below), and are considered to be grappled and trapped within its body. The save DC is STR-based.
Stench (Su): A Pungent Elemental is composed of extremely strong smells, and it uses this to its advantage in combat. Any creature within 20 feet of, or Engulfed by, a Pungent Elemental must make a Fortitude save (DC varies by the Elemental's size; see table above) or become nauseated, just as if caught in a Stinking Cloud. A nauseated creature stays nauseated as long as the Pungent Elemental is within range, and for 1d4+1 rounds after it is gone. A creature which successfully saves is immune to that particular Pungent Elemental's Stench ability for 24 hours. The save DC against the Stench is CON-based.
Any creatures hit by the Elemental's Slam attack or Engulfed by it must make a Reflex save (same DC as the one to avoid nausea) or take on the same stench as the Elemental itself. Creatures within 20 feet of one so affected, including the affected creature itself, must make saving throws as if against the original Pungent Elemental. This special "stench curse" is permanent, though it can be dispelled by such spells as Remove Curse and Break Enchantment as a magical effect with Caster Level equal to the elemental's hit dice.
Keen Scent (Ex): Pungent Elementals, being the very embodiment of smells, can sense creatures and objects by the odors they give off. They can sense objects as if they were creatures with the ranges given for the normal Scent ability (30 feet), and actual creatures with a range of 180 feet.
| Small Sweet Elemental | Medium Sweet Elemental | Large Sweet Elemental | Huge Sweet Elemental | |
|---|---|---|---|---|
| Small Outsider (Chaotic, Extraplanar) | Medium Outsider (Chaotic, Extraplanar) | Large Outsider (Chaotic, Extraplanar) | Huge Outsider (Chaotic, Extraplanar) | |
| HD: | 2d8 (9 hit points) | 4d8+4 (22 hit points) | 8d8+24 (60 hit points) | 16d8+80 (152 hit points) |
| Init: | +5 (+1 Dex, +4 Improved Initiative) | +4 (+4 Improved Initiative) | +4 (+4 Improved Initiative) | +3 (-1 Dex, +4 Improved Initiative) |
| Speed: | 30 ft. | 30 ft. | 30 ft. | 30 ft. |
| AC: | 12 (+1 size, +1 Dex), Touch 12, Flat-Footed 11 | 12 (+2 natural), Touch 10, Flat-Footed 12 | 14 (-1 size, +5 natural), Touch 9, Flat-Footed 14 | 14 (-2 size, -1 Dex, +7 natural), Touch 7, Flat-Footed 14 |
| Base Attack/Grapple: | +2/-4 | +4/+4 | +8/+13 | +16/+26 |
| Attack: | Slam +1 melee (1d4-2) | Slam +4 melee (1d6) | Slam +8 melee (1d8+1) | Slam +16 melee (2d6+2) |
| Full Attack: | Slam +1 melee (1d4-2) | Slam +4 melee (1d6) | Slam +8 melee (1d8+1) | Slam +16 melee (2d6+2) |
| Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./10 ft. | 15 ft./15 ft. |
| Special Attacks: | Catch Phrase, Charm Monster | Catch Phrase, Charm Monster, Summon Sweet Elemental | Catch Phrase, Charm Monster, Summon Sweet Elemental | Catch Phrase, Charm Monster, Summon Sweet Elemental |
| Special Qualities: | Chaos Elemental Qualities, Charm Immunity, Cuteness | Chaos Elemental Qualities, Charm Immunity, Cuteness | Chaos Elemental Qualities, Charm Immunity, Cuteness, Damage Reduction 5/- | Chaos Elemental Qualities, Charm Immunity, Cuteness, Damage Reduction 5/- |
| Saves: | Fort +3, Ref +4, Will +3 | Fort +5, Ref +4, Will +4 | Fort +9, Ref +6, Will +6 | Fort +15, Ref +9, Will +10 |
| Abilities: | STR 6, DEX 13, CON 10, INT 9, WIS 10, CHA 17 |
STR 10, DEX 11, CON 12, INT 11, WIS 10, CHA 21 |
STR 12, DEX 11, CON 16, INT 13, WIS 10, CHA 25 |
STR 14, DEX 9, CON 20, INT 15, WIS 10, CHA 29 |
| Skills: | Bluff +8, Diplomacy +12, Disguise +3 (+5 acting), Intimidate +10, Listen +5, Perform (Dance) +8, Spot +5, Taunt +10 | Bluff +12, Diplomacy +18, Disguise +5 (+7 acting), Intimidate +14, Listen +7, Perform (Dance) +12, Sense Motive +7, Spot +7, Taunt +14 | Bluff +18, Diplomacy +24, Disguise +7 (+9 acting), Hide +7, Intimidate +20, Listen +11, Perform (Dance) +18, Sense Motive +11, Spot +11, Taunt +20 | Bluff +28, Diplomacy +34, Disguise +9 (+11 acting), Hide +10, Intimidate +30, Listen +19, Move Silently +18, Perform (Dance) +28, Sense Motive +19, Spot +19, Taunt +30 |
| Feats: | Improved InitiativeB, Run | Ability Focus (Cuteness), Improved InitiativeB, Run | Ability Focus (Cuteness), Combat Expertise, Improved InitiativeB, Run | Ability Focus (Charm Monster), Ability Focus (Cuteness), Combat Expertise, Improved Disarm, Improved InitiativeB, Improved Trip, Run |
| Environment: | Elemental Plane of Sweet | Elemental Plane of Sweet | Elemental Plane of Sweet | Elemental Plane of Sweet |
| Organization: | Solitary | Solitary | Solitary | Solitary |
| Challenge Rating: | 2 | 5 | 8 | 11 |
| Treasure: | None | None | None | None |
| Alignment: | Usually Chaotic Neutral | Usually Chaotic Neutral | Usually Chaotic Neutral | Usually Chaotic Neutral |
| Advancement: | 3 HD (Small) | 5-7 HD (Medium) | 9-15 HD (Large) | 17-31 HD (Huge) |
| Level Adjustment: | +5 | +5 | +5 | +5 |
| Sweet Elemental Sizes | ||||
|---|---|---|---|---|
| Elemental | Height | Weight | Charm Monster Save DC | Cuteness Save DC |
| Small | 4 ft. | 50 lb. | 14 | 14 |
| Medium | 8 ft. | 400 lb. | 17 | 19 |
| Large | 16 ft. | 3500 lb. | 21 | 23 |
| Huge | 32 ft. | 24000 lb. | 29 | 29 |
Catch Phrase (Su): Every Sweet Elemental has a short word or series of words which it says to the exclusion of most everything else, though it is actually capable of speaking completely and articulately when it wants to. During any round in which the Sweet Elemental utters this special "catch phrase," its Charm Monster and Cuteness abilities gain +2 to their save DCs (this bonus stacks with the bonus granted by Ability Focus, for those Sweet Elementals which have that feat). This number is not figured into the DCs in the table above, because (though Sweet Elementals always use their Catch Phrases when possible) an Elemental caught off-guard or in an area of Silence might not be able to use this ability. Recorded Catch Phrases include "Ma-Ma!" "Jiggly?" and "Pu-chuu!"
Charm Monster (Sp): Every Sweet Elemental can take a full-round action to perform a cute little dance, with the end result being a Charm Monster effect (Caster Level equals the Elemental's hit dice) on whatever target within range has caught the creature's fancy. The save DC varies by the elemental's size, and is given in the table above. The save DC is CHA-based.
Cuteness (Ex): Sweet Elementals are so cute, cuddly, and lovable that enemies must make Will saves to be able to attack them. This ability works essentially like Sanctuary, except that the save DC varies by the creature's size (see table above), it has no maximum duration, and creatures which fail the save are unable to even target area effects in such a way as to include the Elemental. An attacker who successfully saves is immune to that particular Sweet Elemental's Cuteness for 24 hours. Also, if the Sweet Elemental attacks a creature, or takes any action other than using its Catch Phrase or Charm Monster against the target that counts as an attack, that creature becomes immune to the Cuteness for 1d4 rounds plus its WIS modifier (minimum 1 round). An attacked creature may also make a new Will save at the end of that period to attempt to become immune for 24 hours, as if encountering the Sweet Elemental for the first time. The save DC for Cuteness is CHA-based.
Charm Immunity (Ex): Sweet Elementals are completely immune to any Charm or Compulsion powers, spells, and effects.
Crystal Spider
Large Elemental (Earth)
HD: 4d8+16 (34 hit points)
Init: +6 (Dex)
Speed: 60 feet, Climb 40 feet
AC: 22 (-1 size, +6 Dex, +3 natural, +4 Inertial Armor), Touch 15, Flat-Footed 16
Base Attack/Grapple: +3/+10
Attack: Claw +5 melee (2d6+3)
Full Attack: 2 Claws +5 melee (2d6+3) and Bite +0 melee (1d8+3 and poison), or Burning Ray +8 ranged touch (3d6 Fire)
Space/Reach: 10 ft./5 ft.
Special Attacks: Burning Ray, Glass Web, Poison, Psionics, Rend 4d6+6
Special Qualities: Darkvision 60 ft., Elemental Traits
Saves: Fort +8, Ref +7, Will +1
Abilities: STR 16, DEX 23, CON 19, INT 3, WIS 10, CHA 2
Skills: Climb +13, Hide +6*, Move Silently +6*, Spot +6
Feats: Dodge, Inertial Armor
Poison (Ex): Bite, Fortitude save (DC 20), initial and secondary damage 2d6 temporary Constitution. This unusual poison works by causing minerals in the victim's blood to crystallize, creating painful abrasions and miniscule cuts from the inside out. Victims who die from the poison are killed by loss of blood, typically all internal bleeding (though coughing up blood is a common symptom as well). Creatures without liquid blood are immune to this poison, whether or not they are immune to other kinds of poison. The save DC is CON-based, and includes a +4 racial bonus.
Glass Web (Ex): Crystal spiders spin webs of razorlike glass. While these webs do not stick to victims like those of normal spiders, they are generally much worse to encounter, as the sharp strands of glass slice into any creature unfortunate enough to blunder into them. A glass web can be spotted from up to 20 feet away with a successful Spot check (DC 20 in full daylight); creatures which Spot the web may avoid blundering into it. Creatures which do not Spot the web, or willingly enter it, immediately take 4d6 points of damage from the slicing glass. It is possible to pull away from the web once caught, but doing so safely requires a Reflex save (DC 15), or the strands cut the creature more while pulling out, dealing 3d6 more damage.
Unlike monstrous spiders, crystal spiders cannot spin their webs fast enough to be directly useful in combat, though they often wait in their webs for prey to slice itself open before coming down to finish the kill. A typical crystal spider can spin up to two 5-foot squares of glass web per day; atypical specimens can spin one extra 5-foot square per 4 points of CON above the racial average. Each square of web requires one hour to spin and cover, and must be spun adjacent to another square of web or to a solid wall.
Burning Ray (Sp): In any ambient light brighter than starlight, a crystal spider may use a full-round action to refract and concentrate the light within its faceted body and shoot it back out as a fiery beam. The beam strikes as a ray with a range of Close (Caster Level equals the crystal spider's hit dice), and deals 3d6 Fire damage on a successful hit. This ability is psionic in nature, and is the equivalent of a 2nd-level power.
Psionics (Su): Crystal Spiders can manifest the psionic power Control Light at will, paying no power point cost to do so.
Rend (Ex): A crystal spider that hits with both claw attacks latches onto the opponent's body and tears the flesh. This automatically deals an extra 4d6+6 points of damage.
Elemental Qualities: Elementals are immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Skills: Crystal spiders have a +4 racial bonus on Hide and Spot checks. They have a +8 racial bonus on Climb checks, and can take 10 on them even when rushed or threatened.
*Crystal Spiders get a +8 racial bonus on Hide and Move Silently checks when using their webs.
| Warrior Devil-Beetle | King Devil-Beetle | |
|---|---|---|
| Large Magical Beast (Evil, Extraplanar, Lawful) | Huge Magical Beast (Evil, Extraplanar, Lawful) | |
| HD: | 7d10+21 (59 hit points) | 21d10+105 (220 hit points) |
| Init: | +0 | +3 (-1 Dex, +4 Improved Initiative) |
| Speed: | 20 feet | 20 feet |
| AC: | 19 (-1 size, +10 natural), Touch 9, Flat-Footed 19 | 20 (-2 size, -1 Dex, +13 natural), Touch 7, Flat-Footed 20 |
| Base Attack/Grapple: | +7/+17 | +21/+39 |
| Attack: | Bite +12 melee (4d6+9) | Bite +29 melee (19-20/4d8+15) |
| Full Attack: | Bite +12 melee (4d6+9) | Bite +29 melee (19-20/4d8+15) |
| Space/Reach: | 10 ft./5 ft. | 15 ft./10 ft. |
| Special Attacks: | Smite Chaos, Smite Good, Trample 2d8+3 | Smite Chaos, Smite Good, Trample 4d6+5 |
| Special Qualities: | SR 14, DR 5/Magic, Fire, Electricity, Cold, Sonic Resistance 5, Darkvision, Linked Minds | SR 25, DR 10/Magic, Fire, Electricity, Cold, Sonic Resistance 10, Darkvision, Linked Minds |
| Saves: | Fort +8, Ref +5, Will +2 | Fort +17, Ref +11, Will +7 |
| Abilities: | STR 23, DEX 10, CON 17, INT 3, WIS 10, CHA 9 |
STR 31, DEX 8, CON 21, INT 3, WIS 10, CHA 9 |
| Skills: | Listen +5, Spot +5 | Listen +14, Spot +14 |
| Feats: | Diehard, Endurance, Power Attack | Alertness, Cleave, Diehard, Endurance, Great Cleave, Improved Critical (Bite), Improved Initiative, Power Attack |
| Environment: | Bleak Eternity of Gehenna, Infernal Battlefield of Acheron, or Nine Hells of Baator | Bleak Eternity of Gehenna, Infernal Battlefield of Acheron, or Nine Hells of Baator |
| Organization: | Solitary, Cluster (2-5), or Swarm (6-11) | Solitary, Party (One King plus 2-5 Warriors), or Entourage (1-3 Kings plus 6-12 Warriors) |
| Challenge Rating: | 6 | 11 |
| Treasure: | None | None |
| Alignment: | Always Lawful Evil | Always Lawful Evil |
| Advancement: | 8-10 HD (Large), 11-20 HD (Huge) | 22-28 HD (Huge), 29-42 HD (Gargantuan) |
| Level Adjustment: | +5 (Cohort) | +5 (Cohort) |
Smite (Su): Once per day each, a Devil-Beetle may Smite Good or Smite Chaos. To use this ability, the beetle must make a melee attack. If the attack misses, the Smite attempt is wasted for that day, though if the attempted ability was Smite Good (for instance), the Smite Chaos ability may still be used (assuming it wasn't used earlier that day). If the attack hits, it deals extra damage equal to the beetle's hit dice in addition to the normal damage from the attack. Thus, a Warrior Devil-Beetle might deal 4d6+16 bite damage, as opposed to its normal 4d6+9. The extra damage is only dealt if the target's alignment matches the Smite power; e.g., only Good-aligned targets take extra damage from a Smite Good attack.
Trample (Ex): Devil-Beetles can trample creatures of smaller size categories (for instance, a Large Devil-Beetle can trample Medium or smaller creatures). Opponents who do not make attacks of opportunity against the Devil-Beetle can attempt a Reflex save (DC 19 for Warriors, DC 30 for Kings) for half damage. The save DCs are STR-based. Warriors deal 2d8+3 damage on a Trample, and Kings deal 4d6+5.
Darkvision: Devil-Beetles have Darkvision to 60 feet.
Linked Minds (Ex): Devil-Beetles function as a hive-mind. When a group of Devil-Beetles is present, they all act on the same initiative number, and always use the best roll from each individual for purposes of determining surprise. Furthermore, no individual member of a group of Devil-Beetles can be caught flat-footed, or be flanked, unless all of them are simultaneously flat-footed or flanked.
Dharculus
Gargantuan Outsider (Chaotic, Extraplanar)
HD: 12d8+84 (138 hit points)
Init: +2 (Dex)
Speed: Fly 20 feet (Perfect)
AC: 18 (-4 size, +2 Dex, +10 natural), Touch 8, Flat-Footed 16
Base Attack/Grapple: +12/+33
Attack: Tentacle +17 melee (1d8+4/19-20); or Bite +17 melee (2d10+9/19-20)
Full Attack: 6 Tentacles +17 melee (1d8+4/19-20); or Bite +17 melee (2d10+9/19-20)
Space/Reach: 20 ft./15 ft.
Special Attacks: Attach, Planar Pull
Special Qualities: Alien Mind, Darkvision 60 ft., Immune to Poison and Disease, Planar Angler
Saves: Fort +15, Ref +10, Will +8
Abilities: STR 28, DEX 15, CON 25, INT 13, WIS 10, CHA 12
Skills: [135] Balance +4, Escape Artist +17, Hide +5*, Jump +11, Knowledge (the Planes) +16, Listen +15, Move Silently +17, Search +16, Spot +15, Survival +15 (+17 following tracks, +17 on non-native planes), Tumble +17
Feats: Ability Focus (Planar Pull), Flyby Attack, Improved Critical (Bite), Improved Critical (Tentacle), Power Attack
Attach (Ex): If a dharculus hits an opponent with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, the target is not considered grappled, but the mouth of that tentacle is held fast to that creature and remains attached (dealing automatic tentacle damage each round) until the target makes a successful grapple check to pull free. A target that does pull free takes 1d4 more points of damage from ripping the sharp teeth out of its flesh. A dharculus that attaches three or more tentacle-mouths to the same target can attempt a Planar Pull on its next turn (see below).
Planar Pull (Su): A dharculus that begins its turn with three or more tentacle-mouths attached to the same creature can attempt to pull that creature across the planar boundary into the Ethereal Plane with a move-equivalent action. Spell or Power Resistance will not allow a target to avoid being pulled across, but a Will saving throw (DC 27) will allow the creature to remain Material (though the tentacle-mouths are still attached in this case, and the dharculus can attempt to pull it through again on its next turn). If the saving throw fails, the target is pulled through into the Ethereal Plane; treat this as an Ethereal Jaunt spell with an unlimited duration. A creature drawn across the planar boundary by a dharculus is stuck on the other side until and unless it finds another way back (but see below). Once it has prey in the Ethereal Plane, a dharculus usually begins to attack it with its massive primary maw- it can attack Ethereal targets with that mouth, and Material targets with its tentacle-mouths, in the same round. The save DC to avoid the Planar Pull is STR-based.
Planar Angler (Su): Dharculus mouth-tentacles are normally inserted into the Material Plane for hunting- this is akin to a fisherman using a lure to grab fish and pull them out of their environment (the water) into an alien one (the air). Each mouth-tentacle on the Material Plane appears to be a separate creature, and may be attacked as such by ordinary weapons, though any damage dealt to the mouth-tentacles by spells or energy attacks is dealt to the dharculus's hit point total rather than those of its mouth-tentacles, and has the usual 50% miss chance to hit ethereal targets if the attacker can't see invisible or ethereal targets. Each mouth-tentacle has the dharculus's AC, Speed Fly 20 feet (Perfect), Tiny size (Face/Reach 2 ½ ft./0 ft.), and a number of hit points equal to the dharculus's hit dice plus its CON bonus (thus, 19 for an average specimen). Damage dealt to the mouth-tentacles by weapons does not hurt the dharculus itself, but a "killed" mouth-tentacle is severed, and drops to the ground in the Material Plane looking for all the world like nothing more than a dead eel-monster. On the Ethereal Plane, a dharculus regenerates severed tentacles in 2 days; it will never insert a tentacle back into the Material Plane until it is fully regrown.
Should all of a dharculus's mouth-tentacles be severed or destroyed, without the dharculus itself being killed, the creature generally moves off to regenerate, rather than staying near the creatures that wounded it, since they have already proven to be exceptionally difficult prey. A dharculus which has all of its mouth-tentacles destroyed by intended prey grants half the XP for defeating the entire creature.
The power that allows a dharculus to insert tentacles through the planar boundary is unstable, and can be disrupted by hits with magically or psionically enhanced weapons (though not with weapons which gain a masterwork enhancement bonus simply from the material of their construction). Whenever an appropriate weapon hits a mouth-tentacle, there is a 20% chance per "plus" in its enhancement bonus that the tentacle takes no damage from the hit, and is instead forced back into the Ethereal Plane. In such a case, the dharculus takes 4 rounds to force the tentacle back into the Material Plane. Also, the instability of the power begins to draw all the tentacles at once back into the Ethereal Plane if the dharculus is killed; this process also takes 4 rounds. During this time, a creature which is on the Ethereal Plane can use the tentacle-mouths as ropes to "climb" back into the Material Plane if it acts quickly. The creature may make a Climb check (DC 15) to attempt such an escape; if successful, it emerges into the Material Plane none the worse for wear. A creature which fails the Climb check by less than 5 is still on the Ethereal Plane, but may try again on its next turn if there is still time left; if it fails by more than 5, however, then the mouth-tentacle "came loose" from the planar fabric and was pulled entirely into the Ethereal Plane by the attempt.
Alien Mind (Ex): Dharculus minds are thoroughly alien, and they are accordingly immune to mind-affecting spells and effects, Sleep, and stunning.
Skills: *Dharculus mouth-tentacles are much smaller than the creature's main body, and therefore gain a +16 bonus on Hide checks (not added in the number shown).
Draeden
Cyclopean [Macro-Titanic] Old One
HD: 55,000d12+3,850,000 (4,207,500 hit points)
Init: +40 (+12 Dex, +8 Superior Initiative, +20 divine)
Speed: Fly 4.5 miles (23,760 feet)
AC: 13,838 (-16,384 size, +12 Dex, +45 deflection, +20 divine, +30,135 natural), Touch -16,297, Flat-Footed 13,826
Base Attack/Grapple: +41,250/+41,425
Attack: Bite +24,984 melee (60d10+95/19-20 ×2 plus 1d6 damage plus save or die)
Full Attack: 40 Bites +24,984/+24,979/+24,974/+24,969 melee (60d10+95/19-20 ×2 plus 1d6 damage plus save or die)
Space/Reach: ~42 miles (220,000 ft.)/28 miles (147,840 ft.)
Special Attacks: Area Melee (4095 ft.), Improved Grab, Sonic Boom, Spell-Like Abilities, Spells, Swallow Whole
Special Qualities: Blindsight 20 miles, DR 6,000/-, Divine Bonus, Fast Healing 3,070, Mind's Eye, PR 55,025, SR 55,030
Saves: Fort +27,637, Ref +27,579, Will +27,612
Abilities: STR 200, DEX 35, CON 150, INT 101, WIS 100, CHA 101
Skills: Maven + Omnicompetent; all skills 55,023 + ability bonus (except Spellcraft, which is +55,078 after ability bonus)
Feats: Adroit Flyby Attack, Awesome Blow, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Flyby Attack, Great Cleave, Greater Spell Penetration, Heighten Spell, Hover, Improved Bull Rush, Improved Counterspell, Improved Critical (Bite), Improved Disarm, Improved Initiative, Improved Overrun, Improved Rapidstrike (Bite), Improved Snatch, Improved Sunder, Improved Trip, Large and In Charge, Maximize Spell, Multisnatch, Power Attack, Quicken Spell, Rapidstrike (Bite), Silent Spell, Snatch, Spell Penetration, Still Spell, Weapon Focus (Bite), Widen Spell
Epic Feats: Armor Skin ×15,000, Automatic Quicken Spell ×17, Automatic Silent Spell ×17, Automatic Still Spell ×17, Blinding Speed ×100, Damage Reduction ×2,000, Devastating Critical (Bite), Enhance Spell ×10, Epic Skill Focus (Spellcraft), Epic Spellcasting, Epic Spell Penetration, Epic Weapon Focus (Bite), Fast Healing ×1,000, Ignore Material Components, Improved Combat Casting, Improved Combat Reflexes, Improved Heighten Spell, Improved Metamagic ×10, Improved Spell Capacity ×42, Intensify Spell, Multispell ×42, Overwhelming Critical (Bite), Polyglot, Spell Knowledge ×9 (18 spells total: Banishment, Bestow Curse, Chain Lightning, Dimensional Lock<