Monday, January 3, 2011

General Rules: Monsters - Magma Paraelemental, Monolith

Magma Paraelemental, Monolith (from Dragon Magazine #347)
Gargantuan Elemental [Earth, Extraplanar, Fire]

Hit Dice: 36d8+252 (414 hit points)
Initiative: -2
Speed: 30 feet
Armor Class: 24 (-4 size, -2 Dexterity, +20 natural); touch 4; flat-footed 24
BAB/Grapple: +27/+55
Attack: Slam +40 melee (6d8+16 plus 3d6 fire, bludgeoning, 19-20 x2)
Full Attack: 2 slams +40 melee (6d8+16 plus 3d6 fire, bludgeoning, 19-20 x2)
Space/Reach: 20 feet by 20 feet/20 feet
Special Attacks: Burn
Special Qualities: Darkvision 60 feet, DR 15/-, elemental traits, immunity to fire, vulnerability to cold
Saves: Fortitude +27, Reflex +10, Will +16
Abilities: Str 43, Int 12, Wis 15, Dex 6, Con 24, Cha 17
Skills: Diplomacy +5, Intimidate +16, Jump +29, Listen +43, Sense Motive +15, Spot +43
Feats: Awesome Blow, Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (Slam), Improved Natural Attack (Slam), Improved Overrun, Improved Sunder, Iron Will, Power Attack, Skill Augmentation (Listen and Spot), Weapon Focus (Slam)
Environment: Elemental Plane of Earth, Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually neutral
Advancement: 37 - 54 Hit Dice (Gargantuan)

This creature looks like a gigantic humanoid figure composed entirely of lava. Colored like rock across the chest, arms, and legs, where the lava has cooled somewhat, the hands and feet are still fiery red. Two glowing embers smolder where eyes should be and a massive furnace serves as its mouth.

Magma paraelemental monoliths speak Ignan and Terran.

Combat
Magma paraelementals love to charge into melee combat. Given a chance, they'll grapple foes smaller than they are.

Burn (Su): A magma monolith's slam attack deals bludgeoning damage plus fire damage due to the creature's flaming body. Anyone hit by a magma monolith's slam attack must succeed at a DC 34 Reflex save or catch fire. The flames burn for 1d4 rounds, dealing 3d6 points of fire damage each round. Unless it is still in contact with the magma monolith, a burning creature can take a move action to put out the flames. The save DC is Constitution-based.

Creatures hitting a magma monolith with natural weapons or unarmed attacks take 3d6 points of fire damage and also catch on fire unless they succeed at a DC 34 Reflex save.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Elemental Traits: Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe. Cannot be raised, reincarnated, or resurrected except by limited wish, wish, miracle, or true resurrection.

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