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Dicefreaks

Where Flavor Meets Mechanics


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Elemental lord and Arcomental templates?


https://www.tapatalk.com/groups/dicefreaks/viewtopic.php?f=11&t=649
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kitten1984 Posted: 1:50 PM - Jan 15, 2017

I remember the old dice freaks d20 site had the elemental lord and arcomental templates on it. I'm
curious if someone still has them I want to try to use them for a dnd setting I'm helping a friend with.

Kain Darkwind Posted: 9:09 PM - Jan 16, 2017

I do not know where the Archomental templates are, and I am the one who made them. I can tell you
what they likely contained.

Increase in natural armor, ability scores. Standardized SR and DR.

Special attacks and/or qualities per 5 HD or so.

No access to cosmic rank. (That was reserved for the high elemental lords, like Kossuth.)

Really, you could use the Duke of Hell or Archdevil template to the same effect, just with elemental
themed abilities rather than infernal.

I will however, post my 3.5 versions of the archomentals that I found. They aren't made with a template,
just a pure HD design.

Kain Darkwind Posted: 9:10 PM - Jan 16, 2017

Olhydra
Huge Elemental (Cosmic, Water)
Hit Dice: 45d8 + 630 (990 hp)
Initiative: +17
Speed: 40 ft., swim 240 ft.
Armor Class: 59 (+12 deflection, +9 Dex, +11 insight, +19 natural, -2 size), touch 40, flat-footed 39
Base Attack/Combat: +33/+57
Attack: Slam +48 melee (6d6 + 16 /19-20/x3)
Full Attack: 2 slams +48 melee (6d6 + 16 /19-20/x3)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Call aquatic creatures, engulf, rebuke water creatures, spell-like abilities, supernatural
abilities
Special Qualities: Damage reduction 25/-, drench, fire and freeze vulnerability, greater water mastery,
immunity to acid, cold, petrification and water, regeneration 25, spell resistance 41
Saves: Fort +38, Ref +24, Will +26
Abilities: Str 43, Dex 28, Con 38, Int 29, Wis 33, Cha 34
Skills: Bluff +60, Gather Information +60, Hide +49, Intimidate +66, Knowledge (the planes) +33,
Knowledge (religion) +33, Listen +59, Move Silently +57, Sense Motive +59, Spot +59, Survival +59 (+61
planes), Swim +72
Feats: Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical
(slam), Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus
(slam)
Epic Feats: Epic Reflexes, Epic Will, Overwhelming Critical (slam), Superior Initiative
Climate/Terrain: Elemental Plane of Water
Organization: Solitary (unique)
Challenge Rating: 32
Treasure: Triple Standard
Alignment: Neutral Evil

Call Aquatic Creatures (Sp): 4/day, Olhydra may call 1d4 monolithic water elementals, 2d6 kraken, sea
hags or tojanidas or 3d10 lesser water elementals.

Engulf (Ex): Olhydra may engulf opponents simply by moving over them. Opponents can make
opportunity attacks against her, 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 DC 48 Reflex save or be engulfed; on a success,
they are pushed back or aside (Olhydra s choice) as the archomental moves forward. Engulfed creatures
are subject to 10d10 points of bludgeoning damage per round, and are considered to be grappled and
trapped within her body. Engulfed creatures that are one size category or smaller than Olhydra must hold
their breath or drown. A successful grapple check against Olhydra on an engulfed creature's turn places
the creature in the nearest open adjacent space to the archomental.

Rebuke Water Creatures (Su): Olhydra may rebuke or command creatures with the Water or Aquatic
subtype as a 45th level evil cleric rebukes undead. Nonelementals gain their Charisma modifier as "turn
resistance" for the purposes of this ability.

Spell-like Abilities: Always active- detect good, see invisibility; at will- control currents*, control water, dark
tide* (DC 39), depthsurge* (DC 40), drown** (DC 38), elemental swarm (water only), endure elements,
freedom of movement, greater dispel magic, ice storm, maelstrom* (DC 40), pressure sphere* (DC 34), red
tide* (DC 40), spell turning, suggestion (DC 24), summon nature's ally IX (aquatic creatures only), swim,
telekinesis (DC 27), transmute rock to mud, wall of ice, wall of water**, water breathing, water stride* (as
fire stride**), waterspout* (DC 39); 4/day- comprehend language, read magic. Caster level 36th

All spell-like abilities of the Water subtype are widened and empowered.
*Stormwrack
**Spell Compendium

Drench (Ex): Olhydra s presence puts out torches, campfires, exposed lanterns, and other open flames of
nonmagical origin regardless of size. Magical fire (including instantaneous spells cast or targeting within
20 feet of Olhydra) within a 20 foot radius is subject to being dispelled as per dispel magic. (1d20 + 45)

Freeze vulnerability (Ex): While Olhydra is immune to cold damage, any such attack forces her to make a
Fortitude save (DC=10+damage the attack would have dealt) or be affected as if by a slow spell for 2d4
rounds.

Greater Water Mastery: All slashing, bludgeoning and piercing damage against Olhydra is halved. (Before
damage reduction)
Those that successfully strike Olhydra with handheld weapons must make a Reflex save (DC 46) or have
their weapon torn from their grasp and flung 1d6 x10 feet in a direction of Olhydra's choosing.
Olhydra gains a +10 bonus on attack and damage rolls and the DC of her special attacks if both she and
her opponent are touching water. If the opponent or Olhydra is touching the ground, she takes a -4
penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Regeneration (Ex): Fire and electricity deal normal damage to Olhydra. Olhydra's rate of regeneration is
doubled when she is in contact with a body of water at least twice her size.

Kain Darkwind Posted: 9:10 PM - Jan 16, 2017


Cryonax
Huge Elemental (Cold, Cosmic)
Hit Dice: 40d8 + 600 (920 hp)
Initiative: +7
Speed: 40 ft., burrow (ice and snow only) 40 ft.
Armor Class: 54 (+7 deflection, +7 Dex, +7 insight, +25 natural, -2 size), touch 29, flat-footed 40
Base Attack/Combat: +30/+55
Attack: Tentacle +45 melee (2d10 + 17 and 2d4 cold Dex plus freeze)
Full Attack: 2 tentacles +45 melee (2d10 + 17 and 2d4 cold Dex plus freeze)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Call cold creatures, chill aura, rebuke cold creatures, spell-like abilities
Special Qualities: Damage reduction 25/-, greater cold mastery, immunity to cold, regeneration 20, spell
resistance 40, vulnerability to fire
Saves: Fort +37, Ref +26, Will +26
Abilities: Str 45, Dex 25, Con 40, Int 26, Wis 24, Cha 25
Skills: Bluff +32, Climb +37, Concentration +58, Diplomacy +33, Hide +42, Intimidate +54, Jump +41,
Knowledge (the planes) +50, Listen +50, Move Silently +50, Sense Motive +32, Spot +50, Survival +27
(+33 planes)
Feats: Cleave, Cold Focus, Cold Spell Specialization, Combat Reflexes, Frozen Magic, Great Cleave,
Greater Cold Focus, Icy Calling, Iron Will, Lightning Reflexes, Power Attack, Snowcasting
Epic Feats: Epic Reflexes, Epic Will
Climate/Terrain: Paramental Plane of Ice
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: Triple Standard
Alignment: Neutral Evil

Call Cold Creatures (Sp): 3/day, Cryonax may call 1 monolithic ice paramental, 1d4 adult white dragons,
2d6 frost giants or abominable yeti, or 3d6 elder ice paramentals.

Chill Aura (Su): The air surrounding Cryonax is bitter cold, dealing 5d6 points of cold damage to everyone
within 15 feet of him. Those who suffer damage from this ability must make succeed on a Fortitude save
DC 45 or be slowed as per the spell. The slow effect lasts for 1d4 rounds after the character has stopped
taking cold damage from Cryonax's aura.

Freeze (Ex): Creatures struck by Cryonax's tentacles take 2d4 points of Dexterity damage. Resistance to
cold reduces this damage as it would normal cold damage. (This is an exception to Cryonax's piercing
cold power.) Immunity to cold prevents this damage. Those who take damage from Cryonax's tentacles
must also make a Fortitude save DC 45 or be frozen in place, as a flesh to ice spell. The effect wears off
in 2d4 rounds. 10 points of fire damage applied to a frozen character reduces the duration of the effect
by 1 round.

Rebuke Cold Creatures (Su): Cryonax may rebuke or command creatures with the Cold subtype as a 40th
level evil cleric rebukes undead. Nonelementals gain their Charisma modifier as "turn resistance" for the
purposes of this ability.

Spell-like Abilities: Always active- detect good, see invisibility; at will -cone of cold (DC 34), conjure ice
beast IX*, control temperature*, frostfell slide*, greater dispel magic, ice shape*, ice storm, move snow and
ice*, polar ray, suggestion (DC 19), telekinesis (DC 22), wall of coldfire*, wall of ice; 4/day - blizzard* (DC
34), comprehend languages, freeze armor* (DC 33), mantle of the icy soul*, mass frostburn* (DC 35), read
magic, suppress flame*, waves of cold* (DC 35); 1/day frostfell* (DC 38), ice assassin*, ice rift* (DC 35),
glacier*; 1/week dire winter* Caster level 32nd
All spell-like abilities with the Cold subtype are widened and empowered.
*Frostburn
**Spell Compendium

Greater Cold Mastery: Cryonax is healed by cold damage. All cold damage dealt by Cryonax is
considered piercing cold. Weapons that successfully strike Cryonax take 5d6 points of cold damage. This
damage is not quartered like normal for cold and objects. Weapons that are enchanted with cold or fire
(such as a flametongue) do not take this damage.

Regeneration (Ex): Fire deals normal damage to Cryonax. When in an area of extreme cold (-50 degrees
F.), Cryonax's rate of regeneration is doubled.

Kain Darkwind Posted: 9:11 PM - Jan 16, 2017

Imix
Huge Elemental (Cosmic, Fire)
Hit Dice: 43d8 + 516 (860 hp)
Initiative: +22
Speed: 60 ft.
Armor Class: 57 (+9 deflection, +14 Dex, +8 insight, +18 natural, -2 size), touch 39, flat-footed 35
Base Attack/Combat: +32/+56
Attack: Slam +46 melee (6d6 + 16 and 5d6 fire plus burn)
Full Attack: 2 slams +46 melee (6d6 + 16 and 5d6 fire plus burn)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Burn, call fire creatures, heat wave, rebuke fire creatures, spell-like abilities
Special Qualities: Damage reduction 25/-, greater fire mastery, immunity to fire, regeneration 25, spell
resistance 43, vulnerability to cold
Saves: Fort +30, Ref +41, Will +28
Abilities: Str 42, Dex 39, Con 35, Int 28, Wis 27, Cha 29
Skills: Balance +34, Bluff +55, Climb +62, Concentration +32, Diplomacy +37, Gather Information +55,
Intimidate +61, Jump +74, Knowledge (the planes) +55, Listen +54, Move Silently +60, Sense Motive +20,
Spellcraft +29, Spot +54, Survival +8 (+14 planes)
Feats: Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical (slam), Improved Initiative, Iron
Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack
Epic Feats: Epic Fortitude, Epic Reflexes, Epic Will, Superior Initiative
Climate/Terrain: Elemental Plane of Fire
Organization: Solitary (unique)
Challenge Rating: 31
Treasure: Triple Standard
Alignment: Neutral Evil

Burn (Ex): Those who suffer fire damage from Imix's slam attack or Heat Wave must succeed on a Reflex
save (DC 43) or catch fire themselves. This deals one-half of the original fire damage every round until
extinguished. Every round there is a 25% chance that a random item carried on the victim suffers the fire
damage as well. The flames can be doused with immersion in any nonflammable liquid or any effect that
deals at least 10 points of cold damage to the victim. Spells that create water or use water to cause
damage also can extinguish the flame. Spells that magically control fire are effective against the flames.
Rolling on the ground or similar mundane methods are useless against Imix's burn.

Call Fire Creatures (Sp): 4/day, Imix may call 1d4 monolithic fire elementals, 2d6 noble salamanders or
efreeti or 3d10 lesser fire elementals.

Heat Wave (Su): Imix burns hotter than any mortal made flame. Those within 30 feet of Imix take 3d6
points of fire damage. (Fortitude DC 43 for half) Those who fail their saves have their metal items
affected similar to heat metal. However, there is no slackening of damage; as long as the object remains
within 30 feet of Imix, the damage continues to rise by 1d4 points per round. This damage is dealt to the
object itself as well; objects reduced to 0 hit points are a ruined, molten mess.

Rebuke Fire Creatures (Su): Imix may rebuke or command creatures with the Fire subtype as a 43rd level
evil cleric rebukes undead. Nonelementals gain their Charisma modifier as "turn resistance" for the
purposes of this ability.

Spell-like Abilities: Always active- detect good, see invisibility; at will -blast of flame* (DC 33), fire storm
(DC 37), fire stride*, fireball (DC 32), flaming ray (as polar ray), greater dispel magic, incendiary cloud (DC
37), orb of fire* (DC 33), suggestion (DC 21), telekinesis (DD 24), transmute rock to lava*, wall of fire; 4/day
comprehend languages, meteor swarm (DC 38), read magic; 1/day rain of fire**. Caster level 34th

All spell-like abilities of the Fire subtype are empowered and fiery.
*Spell Compendium
**Epic Level Handbook

Greater Fire Mastery: Imix is healed by fire damage. All fire damage dealt by Imix is considered searing
flame. Weapons that successfully strike Imix take 5d6 points of fire damage. This damage is not halved
like normal for fire and objects. Weapons that are enchanted with cold or fire (such as a frostbrand) do
not take this damage.

Regeneration (Ex): Cold and water deal normal damage to Imix. When in an area with the Fire dominant
trait, or when in contact with a blaze at least twice his size, Imix's rate of regeneration is doubled.

Vulnerability to Water: Imix suffers +50% damage from spells that use water to cause damage.

Kain Darkwind Posted: 9:11 PM - Jan 16, 2017

Ogremoch
Large Elemental (Cosmic, Earth)
Hit Dice: 48d8 + 1,008 (1,392 hp)
Initiative: +2
Speed: 40 ft.; burrow 40 ft.
Armor Class: 59 (+8 deflection, +2 Dex, +5 insight, +35 natural, -1 size), touch 24, flat-footed 52
Base Attack/Combat: +36/+65
Attack: Slam +56 melee (8d8 + 21 plus stun /19-20/x4)
Full Attack: 2 slams +56 melee (8d8 + 21plus stun /19-20/x4)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call earth creatures, clobber, gravity, rebuke earth creatures, spell-like abilities, stun
Special Qualities: Damage reduction 30/-, greater earth mastery, regeneration 25, resistance to cold 30,
electricity 30, and fire 30, spell resistance 45, tremorsense 100 ft.
Saves: Fort +49, Ref +18, Will +27
Abilities: Str 52, Dex 15, Con 48, Int 25, Wis 20, Cha 26
Skills: Balance +43, Bluff +33, Climb +56, Concentration +34, Diplomacy +27, Gather Information +23,
Hide +38, Intimidate +63, Jump +45, Knowledge (the planes) +47, Listen +45, Move Silently +32, Sense
Motive +27, Spot +45, Survival +15 (+19 planes)
Feats: Cleave, Earth's Embrace, Fling Enemy, Great Cleave, Improved Bull Rush, Improved Grapple,
Improved Rock Hurling, Improved Sunder, Iron Will, Power Attack, Rock Hurling
Epic Feats: Epic Fortitude, Epic Toughness, Epic Will, Penetrate Damage Reduction (adamantine),
Penetrate Damage Reduction (cold iron), Penetrate Damage Reduction (silver)
Climate/Terrain: Elemental Plane of Earth
Organization: Solitary (unique)
Challenge Rating: 33
Treasure: Triple Standard
Alignment: Neutral Evil

Call Earth Creatures (Sp): 4/day, Ogremoch may call 1d4 monolithic earth elementals, 2d6 elder xorns,
stone giants or gargoyles or 3d10 lesser earth elementals. 1/month he may call a primal earth elemental.

Clobber: On a critical hit, Ogremoch may make an opposed strength check against the victim. If
Ogremoch wins, the victim is flung back from Ogremoch 10 feet and lands prone. For every 5 points by
which Ogremoch beats the opponent's check, the opponent is flung 10 additional feet. If an obstacle
prevents the completion of the opponent s move, the opponent and the obstacle each take 1d6 points of
damage for every 10 feet the opponent had yet to move, and the opponent stops in the space adjacent to
the obstacle. The opponent receives a +4 bonus on the check for every size category they are larger than
Ogremoch, and a -4 penalty for every size category they are smaller than him.

Gravity (Su): Within a 30 foot range of Ogremoch, gravity is heightened considerably. Those who fail a
Fortitude save (DC 53) are slowed as per the spell. Ranged attacks that pass through the area suffer a
-10 penalty.

Rebuke Earth Creatures (Su): Ogremoch may rebuke or command creatures with the Earth subtype as a
48th level evil cleric rebukes undead. Nonelementals gain their Charisma modifier as "turn resistance" for
the purposes of this ability.

Spell-like Abilities: Always active detect good, see invisibility; at will -blast of sand* (DC 32), earthquake
(DC 36), greater dispel magic, greater stone shape**, move earth, slipsand* (DC 32), spike stones (DC 32),
soften earth/stone, stony grasp**, suggestion (DC 21), telekinesis (DC 23), transmute mud to rock,
transmute rock to mud, transmute sand to stone*, transmute stone to sand*, wall of stone; 4/day
comprehend languages, flesh to stone (DC 33), read magic. Caster level 36th

All spell-like abilities with the earth subtype are empowered and widened.
*Sandstorm
**Spell Compendium

Stun (Ex): Those struck by Ogremoch's fists must succeed on a Fortitude save (DC 53) or be stunned for
1d4 rounds.

Greater Earth Mastery (Ex): Ogremoch may move through earth, stone and unworked metal as though
through air.
Ogremoch gains a +10 bonus on attack and damage rolls and the DC of his special attacks if both he and
his opponent are touching the ground. If either the opponent or Ogremoch are not touching the ground,
he takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics
block.)

Regeneration (Ex): Bludgeoning weapons, acid and sonics deal Ogremoch normal damage. When
Ogremoch is in contact with the ground, his rate of regeneration is doubled.

Kain Darkwind Posted: 9:12 PM - Jan 16, 2017

Yan-C-Bin
Large Elemental (Air, Cosmic, Quasicorporeal)
Hit Dice: 41d8 + 410 (738 hp)
Initiative: +25
Speed: Fly 100 ft. (perfect)
Armor Class: 58 (+9 deflection, +17 Dex, +8 insight, +15 natural, -1 size), touch 43, flat-footed 33
Base Attack/Combat: +30/+45
Attack: Slam +40 melee (3d6 + 11 plus push)
Full Attack: 2 slams +40 melee (3d6 + 11 plus push)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call air creatures, push, rebuke air creatures, spell-like abilities, whirlwind
Special Qualities: Damage reduction 25/-, greater air mastery, immunity to electricity and petrification,
regeneration 20, spell resistance 42
Saves: Fort +23, Ref +45, Will +27
Abilities: Str 33, Dex 45, Con 31, Int 25, Wis 27, Cha 28
Skills: Bluff +53, Diplomacy +49, Gather Information +53, Hide +35, Intimidate +57, Knowledge (geology)
+27, Knowledge (nature) +27, Knowledge (the planes) +51, Listen +54, Move Silently +63, Search +27,
Sense Motive +28, Spot +54, Survival +8 (+10 above ground, +12 planes)
Feats: Alertness, Combat Expertise, Combat Reflexes, Fly-by Attack, Improved Combat Expertise,
Improved Fly-by Attack, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Stealthy
Epic Feats: Epic Reflexes, Epic Will, Superior Initiative
Climate/Terrain: Elemental Plane of Air
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: Triple Standard
Alignment: Neutral Evil

Call Air Creatures (Sp): 4/day, Yan-C-Bin may call 1d4 monolithic air elementals, 2d6 elder arrowhawks or
breathdrinkers or 3d10 lesser air elementals.

Push (Ex): Those struck by Yan-C-Bin's slam must succeed on an opposed Strength check or be moved
backwards 10 feet.

Rebuke Air Creatures (Su): Yan-C-Bin may rebuke or command creatures with the Air subtype as a 41st
level evil cleric rebukes undead. Nonelementals gain their Charisma modifier as "turn resistance" for the
purposes of this ability.

Spell-like Abilities: Always active -detect good, see invisibility; at will -air stride (as fire stride*) binding
winds* (DC 31), control winds (DC 34), greater dispel magic, gust of wind (DC 31), suggestion (DC 21),
telekinesis (DC 24), wind wall; 4/day cloudkill (DC 24), comprehend languages, greater whirlwind* (DC 38),
read magic, whirlwind of teeth** (DC 36). Caster level 33rd ; DC 19+ spell level

Yan-C-Bin's spell-like abilities with the Air subtype affect creatures as if they were two size categories
smaller than they actually were. They are also widened and empowered.
*Spell Compendium
**Book of Vile Darkness

Whirlwind (Ex): Yan-C-Bin can transform himself into a whirlwind at will and remain in the form
indefinitely.
The whirlwind is 15 feet wide at the base, up to 60 feet wide at the top, and up to 100 feet tall Yan-C-Bin
can adjust the exact height, but it must be at least 10 feet.
His movement while in whirlwind form does not provoke attacks of opportunity, even if he enters the
space another creature occupies. Another creature might be caught in the whirlwind if it touches or
enters the whirlwind, or if Yan-C-Bin moves into or through the creature s space.
Creatures take 10d6 damage (Reflex 41 negates) when caught in the whirlwind and may be lifted into the
air. Creatures Huge size or smaller must succeed on a second Reflex save or be picked up bodily and
held suspended in the powerful winds, automatically taking the indicated damage each round. A creature
that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage
but can leave if the save is successful.
Creatures trapped in the whirlwind cannot move except to go where Yan-C-Bin carries them or to try and
escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration
check (DC 35 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity
and a -2 penalty on attack rolls. Yan-C-Bin can have only as many creatures trapped inside the whirlwind
at one time as will fit inside the whirlwind s volume.
Yan-C-Bin can eject carried creatures whenever he wishes, depositing them immediately outside of the
whirlwind radius, 1d6x20 feet off the ground.
If the whirlwind s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on
Yan-C-Bin and has a diameter equal to half the whirlwind s height. The cloud obscures all vision,
including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away
have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 35 + spell level) to cast a spell.
In whirlwind form, Yan-C-Bin cannot make slam attacks and does not threaten the area around him.

Greater Air Mastery: Yan-C-Bin is naturally invisibile. Ranged attacks, including magical effects requiring
a ranged touch attack, suffer a -20 penalty against Yan-C-Bin. If this causes them to miss, they are
redirected at a target of Yan-C-Bin's choosing. Yan-C-Bin gains a +10 bonus on attack and damage rolls
and the DC of his special attacks if both he and his opponent are airborne. (These modifiers are not
included in the statistics block.)

Regeneration (Ex): Fire and earth subtype attacks deal Yan-C-Bin normal damage. When Yan-C-Bin is
airborne, his rate of regeneration is doubled.

Kain Darkwind Posted: 9:13 PM - Jan 16, 2017

Crystalle
Huge Elemental (Earth)
Hit Dice: 30d8 + 360 (600 hp)
Initiative: +1
Speed: 40 ft.
Armor Class: 45 (+5 deflection, +1 Dex, +7 insight, +24 natural, -2 size), touch 21, flat-footed 37
Base Attack/Combat: +22/+43
Attack: Slam +43 melee (4d8 + 21 /19-20)
Full Attack: 2 slams +43 melee (4d8 + 21 /19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Ioun stone cloud (3d8), merge, rebuke earth elementals, sharp edges, spell-like abilities
Special Qualities: Alter form, damage reduction 20/-, darkvision, earth glide, elemental traits, fast healing
20, reflection, spell resistance 33, stunned by sonic, vulnerability to acid
Saves: Fort +38, Ref +16, Will +28
Abilities: Str 42, Dex 13, Con 35, Int 20, Wis 25, Cha 23
Skills: Appraise +26 (+30 with crystal), Craft (crystal working) +43, Diplomacy +26, Gather Information
+26, Intimidate +44, Knowledge (the planes) +26, Listen +42, Sense Motive +27, Spot +42, Survival +41
(+45 on other planes)
Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Overrun, Improved
Sunder, Iron Will, Power Attack
Epic Feats: Epic Fortitude, Epic Will
Environment: Quasimental Plane of Mineral
Organization: Solitary (unique)
Challenge Rating: 25
Treasure: Triple Standard
Alignment: Neutral

Merge (Ex): Crystalle can merge with another adjacent mineral quasimental of any size as a full round
action. This gives Crystalle a bonus to Strength, Constitution, and base attack equal to the merged
quasimental's hit dice. If the merged quasi was the same size or larger than Crystalle, it is treated as one
size category larger in any cases where it would be beneficial, such as grapple checks or bull rush
attempts.

Rebuke Earth Elementals (Su): Crystalle may rebuke or command elementals with the Earth subtype as a
30th level evil cleric rebukes undead. He gains a +4 bonus on any checks to rebuke or command a
mineral quasimental.

Sharp Edges (Ex): Those striking Crystalle with unarmed strikes or natural weapons take damage equal
to what they would have dealt to Crystalle before damage reduction. (Reflex DC 37 half) Those striking
Crystalle with weapons must succeed at a Reflex save (DC 37) or deal that damage to the weapon.

Spell-like Abilities: Always active see invisibility; at will -animate objects, earth stride (as fire stride*),
greater dispel magic, shatter (DC 33), telekinesis (DC 26), wall of stone; 4/day comprehend languages,
tongues. Caster level 25th
*Spell Compendium

Alter Form (Ex): Crystalle can take on the shape of any non-outsider of Huge size. While in a different
shape, Crystalle gains the natural attack forms of the shape. It gains no other qualities of the shape it
takes.

Earth Glide: Crystalle can glide through stone, dirt, or almost any other sort of earth except worked metal
as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create
any ripple or other signs of its presence. A move earth spell cast on an area containing Crystalle flings it
back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

Fast Healing (Ex): Crystalle's fast healing only works while it is in contact with natural inorganic solid
matter.

Reflection: Spells and spell-like abilities that target Crystalle have a 30% of being reflected back upon
their caster.

Stunned by Sonic (Ex): When damaged by sonic energy, Crystalle must succeed on a Fortitude save
(DC=damage dealt) or be stunned for one round.

Possessions Crystalle is surrounded by a cloud of ioun stones, which are enhanced by its own mineral
nature. While the cloud is active, Crystalle receives the following benefits*. +5 DC and caster level to its
spell-like abilities, +5 deflection bonus to AC, +5 resistance bonus to saves, +5 competence bonus to
attacks, melee damage, skill checks and ability checks, and it is immune to all magic spells of 8th level or
lower. The magic immunity can be overloaded for 1 minute by casting over 50 spell levels into the cloud
within 1 minute. A successful dispel check against caster level 30th will suppress the cloud for 1d4
rounds (if the magic immunity is overloaded), and a successful disjunction against the stones will
suppress the cloud for 1d4+9 rounds. While the cloud is active, any creature within 10 feet of Crystalle
takes 3d8 points of slashing damage.
*The benefits Crystalle receives from the cloud are included already in its statistics.

Should Crystalle be slain, the ioun stones drop, leaving roughly 4d10 functional ioun stones behind.

Kain Darkwind Posted: 9:14 PM - Jan 16, 2017

Bwimb II
Large Elemental (Earth, Water)
Hit Dice: 35d8 + 420 (700 hp)
Initiative: +4
Speed: 40 ft., swim 40 ft.
Armor Class: 39 (+4 Dex, +4 insight, +22 natural, -1 size), touch 17, flat-footed 31
Base Attack/Combat: +26/+58
Attack: Slam +42 melee (3d8 + 14 plus 4d6 acid)
Full Attack: 4 slams +42 melee (3d8 + 14 plus 4d6 acid)
Space/Reach: 10 ft./15 ft.
Special Attacks: Acidic burn, constrict, improved grab, rebuke ooze, spell-like abilities, summon slime
creatures
Special Qualities: Amorphous, blindsight 100 ft., damage reduction 20/-, damage reduction
50/bludgeoning, darkvision, elemental traits, immunity to acid, ooze mastery, resistance to cold 30 and
fire 30, spell resistance 38
Saves: Fort +37, Ref +15, Will +21
Abilities: Str 39, Dex 19, Con 35, Int 27, Wis 19, Cha 26
Skills: Bluff +27, Climb +33, Diplomacy +29, Escape Artist +42, Intimidate +48, Knowledge
(dungeoneering) +46, Knowledge (the planes) +46, Listen +37, Move Silently +23, Search +27, Sense
Motive +23, Spot +37, Survival +14 (+18 underground, +18 on other planes), Swim +60
Feats: Cleave, Combat Reflexes, Great Cleave, Great Fortitude*, Improved Grapple, Iron Will, Power Attack,
Weapon Focus (slam)
Epic Feats: Epic Fortitude, Epic Weapon Focus (slam), Epic Will, Legendary Wrestler
Environment: Paramental Plane of Ooze
Organization: Solitary (unique)
Challenge Rating: 26
Treasure: None
Alignment: Neutral Evil

Acid (Ex): Any melee hit or constrict attack from Bwimb deals acid damage, and the opponent s armor
and clothing dissolve and become useless immediately unless they succeed on DC 39 Reflex saves. A
metal or wooden weapon that strikes Bwimb also dissolves immediately unless it succeeds on a DC 39
Reflex save. Those that successfully save simply take 3d6 acid damage.

Constrict (Ex): Bwimb deals 3d8 + 28 damage plus 8d6 acid damage with a successful grapple check.

Improved Grab (Ex): Bwimb must hit a creature of Large size or smaller with a slam attack to use this
ability. Bwimb is not considered grappled when using this ability, and she can make slam attacks (and
possibly more grapples) as normal. Bwimb can grapple with 4 creatures of Large, 10 Medium creatures
or 20 creatures Small or smaller.

Rebuke Ooze (Su): Bwimb may rebuke or command oozes or ooze paramentals as a 35th level evil cleric
rebukes undead.

Spell-like Abilities: Always active- detect good, see invisibility; at will -acid storm* (DC 34), amorphous
form*, grease (DC 19), greater dispel magic, suggestion (DC 20), telekinesis (DC 23), viscid glob* (DC 33),
vitriolic sphere* (DC 33); 4/day - black tentacles, comprehend languages, read magic, wall of limbs (DC
33). Caster level 28th

Summon Slime Creatures (Sp): 3/day, Bwimb may call 1 monolithic ooze paramental, 1d4 elder black
puddings or elder ooze paramentals, or 3d10 gelatinous cubes, grey oozes, or ochre jellies.

Amorphous (Ex): Bwimb is amorphous and can squeeze through small openings that would not normally
admit a creature of her size. She can pass her body through any opening more than 1 inch in diameter.

Ooze Mastery: Bwimb II is healed by acid damage. All acid damage dealt by Bwimb ignores resistance
and deals half damage against those with immunity. Those taking acid damage from Bwimb s attacks
suffer half of the original damage the following 5 rounds.
Kain Darkwind Posted: 9:14 PM - Jan 16, 2017

Zaaman Rul
Large Elemental (Cosmic, Fire)
Hit Dice: 38d8 + 380 (684 hp)
Initiative: +19
Speed: 60 ft.
Armor Class: 53 (+8 deflection, +11 Dex, +7 insight, +18 natural, -1 size), touch 35, flat-footed 35
Base Attack/Combat: +29/+45
Attack: Dreamfire +44 melee (3d6 + 22 + 3d6 fire and burn /15-20/x2 + 6d6 fire)
Full Attack: Dreamfire +44 melee (3d6 + 22 + 3d6 fire and burn /15-20/x2 + 6d6 fire) or 2 slams +40
melee (4d6 + 12 + 3d8 fire and burn)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Burn, call fire creatures, rebuke fire elementals, righteous flame, spell-like abilities
Special Qualities: Damage reduction 25/-, immune to fire, Lord of Flame, regeneration 20, spell
resistance 40, vulnerability to cold
Saves: Fort +22, Ref +38, Will +25
Abilities: Str 35, Dex 33, Con 31, Int 29, Wis 25, Cha 27
Skills: Balance +31, Bluff +44, Climb +27, Concentration +30, Diplomacy +57, Gather Information +33,
Heal +27, Intimidate +53, Jump +39, Knowledge (the planes) +39, Listen +48, Move Silently +52, Sense
Motive +42, Spellcraft +19, Spot +48, Survival +27 (+31 planes)
Feats: Cleave, Combat Reflexes, Great Cleave, Improved Critical (scimitar), Improved Initiative, Iron Will,
Lightning Reflexes, Power Attack
Epic Feats: Armed Deflection, Epic Reflexes, Epic Will, Exceptional Deflection, Superior Initiative
Climate/Terrain: Elemental Plane of Fire
Organization: Solitary (unique)
Challenge Rating: 28
Treasure: Triple Standard
Alignment: Neutral Good

Burn (Ex): Those who suffer fire damage from Zaaman Rul's melee attacks or Righteous Flame must
succeed on a Reflex save (DC 39) or catch fire themselves. This deals one-half of the original fire damage
every round until extinguished. Every round there is a 25% chance that a random item carried on the
victim suffers the fire damage as well. The flames can be doused with immersion in any nonflammable
liquid or any effect that deals at least 10 points of cold damage to the victim. Spells that create water or
use water to cause damage also can extinguish the flame. Spells that magically control fire are effective
against the flames. Rolling on the ground or similar mundane methods are useless against Zaaman Rul's
burn.

Call Fire Creatures (Sp): 4/day, Zaaman Rul may call 1d4 monolithic fire elementals, 3d10 lesser fire
elementals or phoelarchs or 5d10 azer. 1/month he may call a phoenix

Rebuke Fire Elementals (Su): Zaaman Rul may rebuke or command elementals with the Fire subtype as
a 38th level evil cleric rebukes undead.

Righteous Flame (Su): Zaaman Rul's dedication to Good burns those who would stand against him.
Those within 20 feet of Zaaman Rul take 3d4 points of fire damage. Evil creatures so damaged must also
succeed at a Fortitude save or also suffer 1d4 points of Constitution damage.

Spell-like Abilities: Always active- detect evil, see invisibility; at will -control flame, cure serious wounds,
firebrand*, greater dispel magic, greater fireburst*, greater teleport, orb of fire*, suggestion, telekinesis, wall
of fire; 4/day comprehend languages, flaming ray (as polar ray), incendiary cloud, read magic, transmute
rock to lava*; 1/day meteor swarm. Caster level 38th; DC 18+ spell level
Lord of Flame: Zaaman Rul possesses the following traits.
-Divine Rank 0
-Is healed by fire damage.
-All fire damage dealt by Zaaman Rul is considered searing flame.
-Weapons that successfully strike Zaaman Rul take 5d4 points of fire damage. This damage is not halved
like normal for fire and objects. Weapons that are enchanted with cold or fire (such as a frostbrand) do
not take this damage.
-Zaaman Rul's spell-like abilities that deal fire damage are empowered.
-Zaaman Rul suffers +50% damage from spells that use water to cause damage.

Regeneration (Ex): Cold and water deal normal damage to Zaaman Rul. When in an area with the Fire
dominant trait, or when in contact with a blaze at least twice his size, Zaaman Rul's rate of regeneration
is doubled.

Possessions: Zaaman Rul wields a massive scimitar called Dreamfire. It is a +4 ignan grand scimitar of
flaming blast. Any ongoing spells with the cold or water subtype are dispelled if they come into contact
with Dreamfire. (Caster level check +35) The wielder also gains fire resistance 50. Unlike typical fire
resistance, searing flame effects do not penetrate this. (This resistance is applied before a creature's
natural immunity, so in the case of Zaaman Rul being struck with a searing flame, the spell's damage is
reduced by 50 first, then cut in half.) Zaaman Rul may summon or dismiss the blade from his grasp as a
free action.

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