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CHAPTER 6ARCANEMONSTERSIllus. by W. O’Connor158They cannot swim, though, and must either walk around abody of water or travel through the ground beneath it.Earth Mastery (Ex): An earth monolith gains a +2 bonuson attack rolls and damage rolls if both it and its foe are touchingthe ground. If an opponent is airborne or waterborne,the monolith takes a –4 penalty on attackrolls and damage rolls.Push (Ex): An earth monolith canstart a bull rush without provoking attacksof opportunity. The combat modifiers givenin Earth Mastery also apply to the monolith’sopposed Strength checks.Earth Glide (Ex): An earth monolith canglide through stone, dirt, or almost any othersort of earth except metal as easily as a fishswims through water. Its burrowingleaves behind no tunnel or hole, nordoes it create any ripple or other signsof its presence. A move earth spell caston an area containing a burrowingearth monolith flings the creature back30 feet, stunning it for 1 round unless itsucceeds on a DC 15 Fortitude save.FIRE MONOLITHGargantuan Elemental (Extraplanar,Fire)Hit Dice: 36d8+216 (378 hp)Initiative: +13Speed: 60 ft. (12 squares)Armor Class: 29 (–4 size, +9 Dex, +14natural), touch 15, flat-footed 20Base Attack/Grapple: +27/+50Attack: Slam +35 melee (6d6+11/19–20plus 4d6 fire)Full Attack: 2 slams +35 melee (6d6+11/19–20 plus 4d6 fire)Space/Reach: 20 ft./20 ft.Special Attacks: BurnSpecial Qualities: Damage reduction 15/—, darkvision60 ft., elemental traits, immunity to fire, vulnerabilityto coldSaves: Fort +20, Ref +29, Will +16Abilities: Str 32, Dex 29, Con 22, Int 12, Wis 15, Cha 17Skills: Balance +13, Diplomacy +5, Intimidate +16, Jump +25,Listen +43, Sense Motive +15, Spot +43, Tumble +24Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes,Dodge, Great Fortitude, Improved Critical (slam), ImprovedInitiative, Improved Natural Attack, Iron Will, Mobility,Power Attack, Spring Attack, Weapon Focus (slam)Environment: Elemental Plane of FireOrganization: SolitaryChallenge Rating: 17Treasure: NoneAlignment: Usually neutralAdvancement: 37–54 HD (Gargantuan)Level Adjustment: —A tremendous inferno approaches, slithering and bounding likea splashing stream of molten metal. From moment to moment,eyelike openings in the blazing fl ames seem to form and disappear,and its brilliant tendrils resemble long, slender limbs.Leaders of the fire elementals, fire monoliths are normallyencountered away from the Elemental Plane of Fireonly when summoned by powerful spellcasters.They are creatures of livingflame, hostile to most other formsof life. Fire monoliths speak Ignan,and their voices sound likethe roaring of an inferno,but even though they arestronger-willed and moreintelligent than most oftheir kin, they rarelyhave much to sayto residents of theMaterial Plane.CombatFire monolithscombine greatphysical power withincredible quicknessand the ability to settheir foes ablaze.Like other fire elementals,firemonoliths cannotenter water orany other nonflammableliquid, andso cannot crosswater unless they can stepor jump over it.Burn (Ex): A fire monolith’s slam attack deals bludgeoningdamage plus fire damage because of the creature’s flamingbody. Anyone hit by a fire monolith’s slam attack must succeedon a DC 34 Reflex save or catch on fire. The flame burnsfor 1d4 rounds. Unless it is still in contact with the fire monolith,a burning creature can take a move action to put out theflames. The save DC is Constitution-based.Creatures that hit a fire monolith with natural weaponsor unarmed attacks take fire damage as though hit by themonolith’s attack, and also catch on fire unless they succeedon a DC 34 Reflex save.Fire monolithWATER MONOLITHGargantuan Elemental (Water, Extraplanar)Hit Dice: 36d8+255 (417 hp)Initiative: +6Speed: 30 ft. (6 squares), swim 120 ft.Armor Class: 27 (–4 size, +6 Dex, +15 natural), touch 12,flat-footed 21Base Attack/Grapple: +27/+53

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