CHAPTER 6ARCANEMONSTERS156Vardiggs (or water grues) are brutish and cruel creaturescreated from the corruption of elemental water, and theysystematically seek out and attack any other being that entersa body of water they have claimed as their own.Vardiggs are about 4 feet in diameter and weigh about 400pounds. When they bother to, they can speak Aquan in thick,burbling voices. To determine the type of spell-object insidea vardigg, roll d%: 01–70, resist energy; 71–100, sleet storm.COMBATVardiggs usually hide below the surface of a body of water,waiting to attack any who approach.Water Jet (Sp): As a standard action, a water grue cancreate a tremendously powerful 30-foot line of water. Anycreature in the area of the line takes 2d6 points of damage(Reflex DC 11 negates). A creature failing the saving throwmust succeed on a Strength check or a Balance check (DC5 + damage dealt) or be knocked prone by the force of theblast. This is the equivalent of a 2nd-level spell.Skills: A water grue has a +8 racial bonus on any Swimchecks to perform some special action or avoid a hazard. It canalways choose to take 10 on a Swim check, even if distractedor endangered, and can use the run action while swimming,provided it swims in a straight line.ELEMENTAL MONOLITHLike their lesser kin, elemental monoliths are living incarnationsof the elemental forces that compose the multiverse.They are so powerful that only the mightiest of summoningspells can draw them to the Material Plane and compel theirservice, and even then the caster dare not take his attentionfrom the monolith’s control for even a moment.Monoliths are great rulers and princes among theirkind, obeyed by even the elder elementals. Only the primalelementals are more powerful.COMBATEach type of monolith has its own varied combat tactics andabilities, but all share the same elemental qualities.AIR MONOLITHGargantuan Elemental (Air, Extraplanar)Hit Dice: 36d8+216 (378 hp)Initiative: +15Speed: Fly 100 ft. (perfect) (20 squares)Armor Class: 31 (–4 size, +11 Dex, +14 natural), touch 17,flat-footed 20Base Attack/Grapple: +27/+50Attack: Slam +34 melee (6d6+11/19–20)Full Attack: 2 slams +34 melee (6d6+11/19–20)Space/Reach: 20 ft./20 ft.Special Attacks: Air mastery, whirlwindSpecial Qualities: Damage reduction 15/—, darkvision 60ft., elemental traitsSaves: Fort +18, Ref +31, Will +16Abilities: Str 32, Dex 33, Con 22, Int 12, Wis 15, Cha 17Skills: Balance +13, Diplomacy +5, Intimidate +16, Jump +41,Listen +43, Sense Motive +15, Spot +43, Tumble +24Feats: Alertness, Blind-fight, Cleave, Combat Reflexes,Dodge, Flyby Attack, Great Cleave, Improved Critical(slam), Improved Initiative, Improved Natural Attack, IronWill, Mobility, Power Attack, Spring AttackEnvironment: Elemental Plane of AirOrganization: SolitaryChallenge Rating: 17Treasure: NoneAlignment: Usually neutralAdvancement: 37–54 HD (Gargantuan)Level Adjustment: —This towering creature seems to be a shapeless cloud ringed bypowerful currents of air. Distortions in the vapor and wind seemto suggest two eyes and a ragged mouth.Lords of the Elemental Plane of Air, air monoliths seldomleave their home plane unless summoned. They speakAuran, and though they are much less taciturn than otherelementals, they still choose their words with care. The voiceof an air monolith sounds like the roaring of a tremendouswindstorm.CombatAir monoliths fight much like other air elementals, but arefar stronger.Air Mastery (Ex): Airborne creatures take a –2 penaltyon attack rolls and damage rolls against an air monolith.Whirlwind (Su): An air monolith can transform itselfinto a whirlwind at will as a standard action and remain inthat form indefinitely. In this form, the monolith can movethrough the air or along a surface at its fly speed.The whirlwind is 10 feet wide at the base, up to 50 feet wideat the top, and up to 80 feet tall. The monolith controls theexact height, but it must be at least 20 feet.The air monolith’s movement while in whirlwind formdoes not provoke attacks of opportunity, even if the monolithenters the space another creature occupies. Another creaturemight be caught in the whirlwind if it touches or enters thewhirlwind, or if the monolith moves into or through thecreature’s space.Huge or smaller creatures take damage when caught in awhirlwind and may be lifted into the air. An affected creaturemust succeed on a DC 39 Reflex save when it comes intocontact with the whirlwind or take 4d6 points of damage. Itmust also succeed on a second DC 39 Reflex save or be pickedup bodily and held suspended in the powerful winds, automaticallytaking the indicated damage each round. A creaturethat can fly is allowed a Reflex save each round to escape thewhirlwind. The creature still takes damage but can leave ifthe save is successful. The save DC is Strength-based.A creature trapped in a whirlwind cannot move except to gowhere the air monolith carries it or to escape the whirlwind.
It can otherwise act normally, but must succeed on a Concentrationcheck (DC 20 + spell level) to cast a spell. Creaturescaught in a whirlwind take a –4 penalty to Dexterity and a–2 penalty on attack rolls. A monolith can have only as manycreatures trapped inside a whirlwind at one time as will fitinside the whirlwind’s volume.An air monolith can eject any carried creatures wheneverit wishes, depositing them wherever the whirlwind happensto be. A summoned monolith always ejects trapped creaturesbefore returning to its home plane.If the whirlwind’s base touches the ground, it creates aswirling cloud of debris. This cloud is centered on the airmonolith and has a diameter equal to half the monolith’sheight. The cloud obscures all vision, including darkvision,beyond 5 feet. Creatures 5 feet away have concealment, whilethose farther away have total concealment. Those caught inthe cloud must succeed on a Concentration check (DC 15 +spell level) to cast a spell.An air monolith in whirlwind form cannot make slamattacks and does not threaten the area around it.Saves: Fort +27, Ref +10, Will +16Abilities: Str 43, Dex 6, Con 24, Int 12, Wis 15, Cha 17Skills: Diplomacy +5, Intimidate +16, Jump +29, Listen +43,Sense Motive +15, Spot +43.Feats: Alertness, Awesome Blow, Cleave, Great Cleave,Improved Bull Rush, Improved Critical (slam), ImprovedNatural Attack, Improved Overrun, Improved Sunder, IronWill, Power Attack, Toughness, Weapon Focus (slam)Environment: Elemental Plane of EarthOrganization: SolitaryChallenge Rating: 17Treasure: NoneAlignment: Usually neutralAdvancement: 37–54 HD (Gargantuan)Level Adjustment: —A great, moving heap of earth and rock the size of a small towerlumbers forward on crude, stumplike legs. Two clublike armsstudded with jagged stone hang from its shoulders, and its headis a blunt, featureless mass of earth.CHAPTER 6ARCANEMONSTERSEARTH MONOLITHGargantuan Elemental (Earth, Extraplanar)Hit Dice: 36d8+255 (417 hp)Initiative: –2Speed: 30 ft. (6 squares)Armor Class: 25 (–4 size, –2 Dex, +21 natural), touch 4,flat-footed 25Base Attack/Grapple: +27/+55Attack: Slam +40 melee (6d8+16/19–20)Full Attack: 2 slams +40 melee (6d8+15/19–20)Space/Reach: 20 ft./20 ft.Special Attacks: Earth mastery, pushSpecial Qualities: Damage reduction 15/—, darkvision60 ft., earth glide, elemental traitsMasters of the Elemental Plane of Earth, earth monolithsdo not normally leave their home plane unless summoned.They are composed of whatever dirt, soil, stone, or rock fromwhich they were conjured, and they speak Terran with voiceslike the grinding of stone on stone. As leaders of their kind,they are less sullen and silent than other elementals, but havelittle interest in communicating with creatures other thantheir own elemental kind.CombatEarth monoliths are nearly unstoppable, using their greatstrength to crush and destroy their foes. Like other earth elementals,earth monoliths travel through solid ground or rockas easily as humanoids walkon the earth’s surface.Illus. by W. O’ConnorAir monolithEarthmonolith157