Monday, January 3, 2011

General Rules: Monsters - Smoke Paraelemental, Monolith

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

Hit Dice: 36d8+216 (378 hit points)
Initiative: +15
Speed: fly 90 feet (good)
Armor Class: 32 (-4 size, +11 Dexterity, +1 dodge, +14 natural); touch 18; flat-footed 20
BAB/Grapple: +27/+50
Attack: Claw +34 melee (3d6+11, piercing and slashing, 19-20 x2)
Full Attack: 2 claws +34 melee (3d6+11, piercing and slashing, 19-20 x2)
Space/Reach: 20 feet by 20 feet/20 feet
Special Attacks: Smoke claws
Special Qualities: Darkvision 60 feet, DR 15/-, elemental traits, immunity to fire, vulnerable to cold
Saves: Fortitude +18, Reflex +31, Will +17
Abilities: Str 32, Int 12, Wis 15, Dex 33, Con 22, Cha 17
Skills: Balance +13, Diplomacy +5, Intimidate +16, Jump +37, Listen +43, Sense Motive +15, Spot +43, Tumble +24
Feats: Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Great Cleave, Improved Critical (Claw), Improved Initiative, Improved Natural Attack (Claw), Iron Will, Mobility, Power Attack, Spring Attack, Weapon Finesse
Environment: Elemental Plane of Air, Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually neutral
Advancement: 37 - 54 Hit Dice (Gargantuan)

An enormous pillar of thick, black smoke approaches. Red-hot cinders serves as eyes, while two massive arms with tenebrous, sickle-shaped claws sweep about menacingly.

Smoke paraelemental monoliths speak Auran and Ignan.

Smoke paralementals use their great speed to good effect in combat, flying cirlces around their landbound foes.

Smoke Claws (Ex): A smoke paraelemental can engulf opponents by moving on top of them. It fills the air around one opponent smaller than itself without provoking an attack of opportunity. The target must succeed at a DC 34 Fortitude save or inhale part of the creature. The save DC is Constitution-based. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 6d6 points of damage per round. An affected creature can attempt another Forttiude save each subsequent round to cough out the semivaporous menace.

Fire Subtype: Immunity to fire. 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.

Home     Three Worlds     Monsters

No comments:

Post a Comment