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DawnbringerSO
2013-02-03, 10:31 AM
I've had most of these sitting in a word document for a while now, so I thought I'd finish them off and post them.

They are 3.5, but they can be converted to pathfinder easily enough.

Ash Elemental Monolith

Gargantuan Elemental (Cold, Extraplanar, Negative)
Hit Dice: 378 (36 HD)
Initiative: +11
Speed: 50 ft
Armour Class: 29 (-4 size, +7 dex, +16 natural), touch 14, flat footed 22
Base Attack/Grapple: +27/+50
Attack: Slam + 35 melee (6d6+11+3d6 cold/19-20)
Full Attack: 2 Slams + 35 melee (6d6+11+3d6 cold/19-20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Death throes, drain heat
Special Qualities: DR 15/-, darkvision 60 ft., elemental traits, immunity to cold, vulnerability to fire.
Saves: Fort +18, Ref +31, Will +14
Abilities: Str 32, Dex 25, Con 22, Int 12, Wis 15, Cha 17
Skills: Balance +12, Diplomacy +5, Intimidate +16, Jump +25, Listen +43, Sense Motive +15, Spot +43, Tumble +23
Feats: Ability Focus (drain heat), Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (Slam), Improved Critical (Slam) Lightning Reflexes, Mobility, Spring Attack, Weapon Finesse , Weapon Focus (Slam)
Environment: Quasielemental Plane of Ash
Organisation:
Challenge Rating: 17
Treasure:
Alignment: Neutral
Advancement: +
Level Adjustment: -

COMBAT

Before you stands a gigantic, swirling mass of ash. It forms itself into a humanoid shape, its eyes the form of dying embers. The creature radiates a horrid, draining cold.

Ash elemental monoliths are frightening beasts, and somewhat of an oddity when it comes to monoliths. Though it takes mighty magic to summon one, an ash elemental monolith is pleased when it is called, for this allows it to drain the warmth out of everything it encounters. Ash elemental monoliths speak Ignan, and their voices sound like the hiss of a fire that has just been put out.

Death Throes (Ex): If killed by fire, an ash elemental monolith explodes dealing 36d6 points of cold damage to everything within 60 ft. A successful DC 34 Reflex save halves this damage. The save DC is constitution based.

Drain Heat (Su): An ash elemental monolith continually radiates a warmth-sucking aura. All creatures within 60 ft. take 6d6 points of cold damage per round. No save is allowed against this effect.
As a standard action, the elemental monolith can focus the aura into a 120 ft. cone for 1 full round. In that round, creatures within 60 ft. of the monolith but out of the cone do not suffer the cold damage; those within the cone take 12d6 points of cold damage (Fort DC 34 halves). The save DC is constitution based.



Dust Elemental Monolith

Gargantuan Elemental (Negative, Extraplanar)
Hit Dice: 36 HD (414)
Initiative: +4
Speed: 20 ft. Fly 20 ft.(Average) Burrow 20 ft.
Armour Class: 27 (-4 Size, +21 natural), touch 10, flat footed 24
Base Attack/Grapple: +27/+53
Attack: Slam + 38 melee (6d8+14/19-20)
Full Attack: 2 Slams + 38 melee (6d8+14/19-20)
Space/Reach: 20 ft. /20 ft.
Special Attacks: Dust Storm
Special Qualities: DR 15/-, dark vision 60 ft., earth glide, elemental traits.
Saves: Fort + 29, Ref +14, Will +16
Abilities: Str 39, Dex 10, Con 24, In 12, Wis 15, Cha 17
Skills: Diplomacy +5, Intimidate +16, Jump +20 Listen +41, Sense Motive +15, Spot +41, Tumble +5
Feats: Cleave, Combat Brute, Great Cleave, Great Fortitude, Improved Bullrush , Improved Critical (Slam), Improved Natural Attack (Slam), Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (Slam)
[B]Environment: Quasielemental plane of Dust
Organisation:
Challenge Rating: 17
Treasure:
Alignment: Neutral
Advancement: +
Level Adjustment: -

COMBAT

A tremendous, billowing cloud of dust swirls as if it were a mighty dust storm, with eye like pocket of swirling particles looking for the next thing to destroy.

Dust Elemental Monoliths are vengeful and destructive, but not inherently malicious, these great beings will actually lead groups of other dust elementals. They enjoy travelling to other planes, and revel in the destruction of objects and creatures. When facing other creatures, they will attack those carrying weapons or shields first, attempting to sunder them and use their combat brute feat to strike at the owners.
Dust Elemental Monoliths speak Terran, but rarely do so to outsiders. Their voices sound like crumbling buildings.

Dust Storm (Su): Creatures within 60 ft. of a Dust Elemental Monolith are exposed to a whirlwind of dust particles that form the creature’s body. Everyone within the area takes 3d6 points of piercing damage each round it remains in the area, and is blinded for 1 minute. A successful Fortitude save (DC 35) halves the damage and negates the blindness. A dust elemental monolith can suspend and resume this ability as a free action. The DC is constitution-based.

Earth Glide (Ex): A dust elemental monolith can glide through stone, dirt, or almost any other sort of earth except 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 burrowing dust elemental monolith flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.


Salt Elemental Monolith

Gargantuan Elemental (Negative, Extraplanar)
Hit Dice: 36HD (414)
Initiative: +5
Speed: 40 ft.
Armour Class: 28 (-4 size, +5 Dex, +17 natural), touch 13, flat footed 23
Base Attack/Grapple: +27/+52
Attack: Slam +36 melee (6d8+13/19-20)
Full Attack: 2 Slams +36 melee (6d8+13/19-20)
Space/Reach: 20 ft. / 20 ft.
Special Attacks: Absorb Moisture, death throes
Special Qualities: DR 15/-, darkvision 60 ft., elemental traits, immunity, vulnerability
Saves: Fort +27, Ref +19, Will +16
Abilities: Str 37. Dex 20, Con 25, Int 12, Wis 15, Cha 17
Skills: Diplomacy +5, Intimidate +16, Jump +25, Listen +43, Sense Motive +15, Spot +43, Tumble +13
Feats: Ability Focus (Absorb Moisture), Alertness, Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Improved Bullrush, Improved Critical (Slam), Improved Natural Attack (Slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack
Environment: Quasielemental plane of Salt
Organisation:
Challenge Rating: 17
Treasure:
Alignment: Neutral
Advancement: +
Level Adjustment: -

COMBAT

A towering pillar of salt transforms into a giant, white, rime encrusted humanoid, with crystallised salt appearing where the eyes should be.

Salt Elemental Monoliths control large kingdoms on the quasi elemental plane of salt, and are quick to drain the moisture from those that invade their plane. They speak Aquan, and their voices sound like rapidly evaporating water.

In combat, they will first try to establish a link between itself and its foe from afar before attacking physically. Against foes smaller than itself, it will use combat reflexes and awesome blow to batter anyone who comes close away, even multiple foes, preventing to the best of its ability others hitting it.

Absorb Moisture (Su): As a standard action, a salt elemental monolith can establish a link between itself and another creature within 160 ft. If the target fails its Fortitude saving throw (DC 35), it begins to take 6d6 points of damage per round, and for every 3 points of damage dealt the elemental monolith is cured 1 point of damage. A Will save (same DC) to end this effect is allowed every round. The save DC is Charisma based and includes a +2 racial bonus. This ability is especially devastating to water elementals and plant creatures, which instead take 6d8 points of damage per round. Strangely, a salt elemental monolith can absorb moisture from a facet (despite the latter’s immunity).

Death Throes (Ex): If killed by immersion (see Water Vulnerability below), a salt elemental monolith explodes dealing 36d4 points of slashing and piercing damage to everything within 60 feet. A successful Reflex save (same DC as absorb moisture) halves the damage.

Immunity (Ex): A salt elemental monolith is immune to dehydration and desiccating effects, like horrid wilting spell or a dry lich’s desiccating touch.

Vulnerability (Ex): Although the salt elemental feeds by draining moisture from other creatures, it is vulnerable to direct exposure to water. Common water damages salt elemental monoliths as if it were acid. A flask of water can be thrown as a splash weapon. A direct hit deals 1d6 points of damage and every salt quasi elemental within 5 feet of the point where the flask of water hits takes 1 point of damage from the splash. In addition, immersing an elemental monolith entirely under water destroys it instantly, and sets off its death throes.




Vacuum Elemental Monolith

Gargantuan Elemental (Negative, Extraplanar)
Hit Dice: 378 (36 HD)
Initiative: +12
Speed: Fly 90 ft. (good)
Armour Class: 28 (-4 size, +8 Dex, +14 natural), touch 15, flat-footed 20
Base Attack/Grapple: +27/+49
Attack: Slam +33 melee (6d6+10/19-20)
Full Attack: 2 slams +33 melee (6d6+10/19-20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Draw into Void
Special Qualities: Damage Reduction 15/-, darkvision 60 ft., elemental traits, natural invisibility
Saves: Fort +12, Ref +23, Will +16
Abilities: Str 30, Dex 27, Con 22, Int 12, Wis 15, Cha 17
Skills: Hide +36(+20 when standing still), Jump +35, Listen +43, Move Silently +30, Sense Motive +15, Spot +43, Tumble +22
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Improved Natural Attack (Slam), Improved Critical (Slam) Iron, Lightning Reflexes, Mobility, Power Attack, Spectral Skirmisher, Weapon Finesse [B]
Environment: Quasielemental Plane of Vacuum
Organisation:
Challenge Rating: 17
Treasure:
Alignment: Neutral
Advancement: +
Level Adjustment: -

A slight disturbance in the air, or a faint flapping sound of rubbery skin hints at a nearby presence, but you cannot see anything.

Vacuum Elemental Monoliths are the rarest monolith that can be encountered, and they don’t like to leave their home plane. Only the mightiest of summoning spells can summon them, and they are particularly deadly to all things breathing when not on their home plane.

COMBAT

Draw Into Void (Su): As a standard action, a vacuum elemental monolith can draw all the surrounding air into itself. An area of 90 ft. around it is treated as under a gust of wind effect directed toward the elemental for as long as the creature maintains the effect. In addition, one round after the elemental creates the effect all creatures within the area become unable to breathe (see rules summary below). A vacuum elemental monolith can use its draw into void ability indefinitely. A Fortitude save is allowed to negate the effects of gust of wind (DC 34), but not the suffocation effect. The save DC is Constitution-based. Suffocating: A creature that has no air to breathe can hold its breath for 2 rounds per point of Constitution. After this period of time, it must make a DC 10 Constitution check in order to continue holding its breath. The check must be repeated each round, with the DC increasing by +1 for each previous success. Unlike its lesser cousins, however, a vacuum elemental monolith also draws air from the lungs of any creature within the area. Each round that a creature is unable to breathe, it must make a DC 34 fortitude save or lose 10 rounds of breathing. If this brings it passed the threshold where it must make Constitution checks in order to continue holding its breath, then the DC of the constitution checks increases by the amount it passed the threshold. When the creature fails one of these Constitution checks, it begins to suffocate. In the first round, it falls unconscious (0 hit points). In the following round, it drops to -1 hit points and is dying. In the third round, it suffocates.

Natural Invisibility (Ex): This ability is constant, allowing a vacuum elemental monolith to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.




Lightning Elemental Monolith

Gargantuan Elemental (Air, Positive, Extraplanar)
Hit Dice: 36 HD (414)
Initiative: +15
Speed: Fly 90 ft. (perfect)
Armour Class: 29 (-4 size, +11 Dex, +12 natural), touch 17, flat footed 18
Base Attack/Grapple: +27/+48
Attack: Slam + 35 melee (6d6+9+4d6 electricity/19-20)
Full Attack: 2 Slams + 35 melee (6d6+9+4d6 electricity/19-20)
Space/Reach: 20 ft. / 20 ft.
Special Attacks: Ball of Lightning
Special Qualities: DR 15/-, dark vision 60 ft., elemental traits, immunity to electricity, resistance to acid and cold 15
Saves: Fort +19, Ref +33, Will +14
Abilities: Str 28, Dex 32, Con 24, Int 12, Wis 15, Cha 17
Skills: Balance +13, Diplomacy +5, Intimidate +16, Jump +41, Listen +41, Sense Motive +15, Spot +41, Tumble +24
Feats: Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Improved Critical (Slam), Improved Natural Attack (Slam), Light Reflexes, Mobility, Power Attack, Spring Attack, Weapon Finesse , Weapon Focus (Slam)
[B]Environment: Quasielemental Plane of Lightning
Organisation:
Challenge Rating: 17
Treasure:
Alignment: Neutral
Advancement: +
Level Adjustment: -

COMBAT

An enormous column of electricity approaches. Massive sparks serve as eyes, while two massive arms supporting two massive, clenched fists, cross in front of its chest. Lightning arcs from its body in all directions, and many small globes of electricity orbit its’ mass.

Lightning Elemental Monoliths are wild and unpredictable, and little is known about them. One thing is for certain, though, they are not to be taken lightly. They are not easily shaken, and will fight interlopers who threaten it. They speak auran, and their voices sound like crackling lightning.

Ball of Lightning (Su): Once per day, as a standard action, a lightning elemental monolith can create 36 small globes of electricity (or an amount equal to its’ hit dice, if advanced). These balls float near the creature, moving alongside it wherever it goes. As a move action, the elemental monolith can direct one or more balls of lightning (no more than a number equal to half its HD per round) to strike one or more targets within 120 ft. and deal 3d8 electricity damage. Targets are allowed Reflex saving throws (DC 33) for half damage. The save DC is charisma-based and includes a +2 racial bonus.



Mineral Elemental Monolith

Gargantuan Elemental (Earth, Positive, Extraplanar)
Hit Dice: 36 HD (414)
Initiative: +2
Speed: 30 ft.
Armour Class: 23 (-2 Dex, -4 size, +19 natural)
Base Attack/Grapple: +27/+54
Attack: Slam +39 (6d8+15/19-20 x2)
Full Attack: 2 Slams +39 (6d8+15/19-20 x2)
Space/Reach: 20 ft. / 20 ft.
Special Attacks:
Special Qualities: DR 15/-, dark vision 60 ft., earth glide, earth mastery, elemental traits, fast healing 15, immunity to acid, vulnerability to sonic
Saves: Fort +30, Ref +12, Will +16
Abilities: Str 41, Dex 6, Con 25, Int 12, Wis 15, Cha 17
Skills: Diplomacy +5, Intimidate +16, Jump +29, Listen +43, Sense Motive +15, Spot +43
Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Bullrush, Improved Critical (Slam), Improved Initiative, Improved Natural Attack (Slam), Improved Overrun , Iron Will, Power Attack, Weapon Focus (Slam)
Environment: Quasielemental Plane of Mineral
Organisation:
Challenge Rating: 17
Treasure:
Alignment: Neutral
Advancement: +
Level Adjustment: -

COMBAT

This gigantic humanoid creature is built of a mixture of precious stones and metals. Sharp, jagged gemstones erupt from its massive shoulders and they support gem encrusted fists. Two large, sparkling gemstones stand where its eyes should be.

Always prepared for combat, the mineral quasielemental monolith is a war leader, often directing its lesser bretherin in combat engagements when necessary. They speak terran and their voices sound like fingernails scratching on a chalkboard.

Earth Glide (Ex): A mineral quasielemental can glide through stone, dirt, or almost any other sort of earth except 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 a burrowing mineral quasielemental flings the quasielemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex): A mineral quasielemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the quasielemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Fast Healing (Ex): A mineral quasielemental heals only in contact with stone, gems or jewellery. The
body of another quasielemental does not satisfy this requirement.

Vulnerability to Sonic (Ex): A mineral quasielemental takes half again as much (+50%) damage as normal from sonic effect, regardless of the outcome of its saving throw (if any). In addition, it is treated as a “crystalline creature” by certain sonic effects (such as the shatter spell).



Radiance Elemental Monolith

Gargantuan Elemental (Fire, Positive, Extraplanar)
Hit Dice: 36 HD (378)
Initiative: +14
Speed: Fly 60 ft. (perfect)
Armour Class: 30 (+10 Dex, -4 size, +14 natural)
Base Attack/Grapple: +27/+50
Attack: Slam +34 (6d6+11/19-20 x2) or beam +34 ranged touch
Full Attack: 2 Slams +34 (6d6+11/19-20 x2) or 2 beams +32 ranged touch
Space/Reach: 20 ft. / 20 ft.
Special Attacks: Beams, Blinding
Special Qualities: DR 15/-, dark vision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Saves: Fort +20, Ref +33, Will +14
Abilities: Str 32, Dex 30, Con 22, Int 12, Wis 15, Cha 17
Skills: Balance +13, Diplomacy +5, Intimidate +16, Jump +41, Listen +41, Sense Motive +15, Spot +41, Tumble +24
Feats: Alertness, Blind Fight, Dodge, Great Fortitude, Improved Critical (Slam), Improved Initiative, Improved Natural Attack (Slam), Lightning Reflexes, Mobility, Precise Shot, Spring Attack, Weapon Finesse [B], Weapon Focus (Ray), Rapid Shot
Environment: Quasielemental Plane of Radiance
Organisation:
Challenge Rating: 17
Treasure:
Alignment: Neutral
Advancement: +
Level Adjustment: -

COMBAT

A gigantic ball of energy glows brightly and steadily, producing thrice as much light as a torch, causing you to squint as you stare in awe. It seems to be spinning around its axis, and you have the feeling it is watching you.

Radiance quasielementals prefer to fight from a distance, using their decent speed and excellent maneuverability to stay out of their opponent’s reach.
If the beams of light do not seem to discourage the foes, the quasielemental tries to blind them before moving into melee.
The monoliths speak ignan and their voices sound like heavenly background noise.

Beams (Su): Once per round, a radiance quasielemental can project a beam of concentrated light to damage an opponent. The effective range of the beam is 300 ft. The quasielemental has seven different beams available dealing 8d8 damage with a save DC of 34:

Yellow: Deals acid damage, Fort save ½.
Red: Deals cold damage, Fort save ½.
Blue: Deals electricity damage, Fort save ½.
Orange: Deals fire damage, Fort save ½.
Green: Deals sonic damage, Fort save ½.
Violet: Deals force damage, Will save negates.
Indigo: Deals positive energy damage to undead creatures, and heals living creatures of the same amount of damage; Will save ½.
The save DCs are Constitution-based.

Blinding (Ex): Once per minute as a full round action, a radiance quasielemental can increase the intensity of the light it produces by spinning very quickly. Any creature within 100 ft. that views the quasielemental must make a Fortitude save or be blinded for 24 hours. Treat this as a gaze attack. The DC of the save is equal to that of the quasielemental beams



Steam Elemental Monolith

Gargantuan Elemental (Water, Positive, Extraplanar)
Hit Dice: 36 HD (378)
Initiative: +15
Speed: Fly 60 ft. (perfect)
Armour Class: 30 (+10 Dex, -4 size, +14 natural)
Base Attack/Grapple: +27/+50
Attack: Slam +35 (6d6+11/19-20 x2)
Full Attack: 2 Slams +35 (6d6+11/19-20 x2)
Space/Reach: 20 ft. / 20 ft.
Special Attacks: Engulf 6d6
Special Qualities: Control temperature, DR 15/-, dark vision 60 ft., elemental traits, immunity to cold, resistance to fire 20.
Saves: Fort +18, Ref +31, Will +16
Abilities: Str 32, Dex 33, Con 22, Int 12, Wis 15, Cha 17
Skills: Balance +13, Diplomacy +5, Intimidate +16, Jump +41, Listen +41, Sense Motive +15, Spot +41, Tumble +24
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Elusive Target, Improved Critical (Slam), Improved Initiative, Improved Natural Attack (Slam), Iron Will, Mobility, Power Attack, Spring Attack, Weapon Finesse , Weapon Focus (Slam)
[B]Environment: Quasielemental Plane of Steam
Organisation:
Challenge Rating: 17
Treasure:
Alignment: Neutral
Advancement: +
Level Adjustment: -

COMBAT

A massive cloud of virtually transparent gas closes in, and you begin to feel a slight change in temperature.

Steam quasielemental monoliths are often leaders of grand spy networks and take note of whoever summons them, and once their service has ended, learn all they can about the summoner. They speak aquan and their voices sound like water boiling.

Control Temperature (Ex): A steam elemental can control its body temperature, switching between a scalding steam and freezing mist as a free action each round.

Engulf (Ex): A steam quasielemental can engulf any creatures by moving into their space. The targeted creatures can choose whether to make an attack of opportunity at a -4 penalty, or make a Reflex save (DC 34) to avoid the engulfment by moving to the nearest empty adjacent square. Engulfed creatures take the listed fire or cold damage (6d6), depending on the choice the quasielemental had made using its control temperature ability. The elemental can continue to attack while engulfing. Furthermore, if the quasielemental is dealt electricity damage, all engulfed creatures must make Fortitude saves or take half of the electric damage. The save DCs are Constitution-based.

bobthe6th
2013-02-03, 11:03 AM
You do know that with more then 21HD, these monoliths can take epic feats.

DawnbringerSO
2013-02-03, 12:06 PM
You do know that with more then 21HD, these monoliths can take epic feats.

I do know that, but I am following the design for elemental monoliths. None of the published elemental monoliths (Air, earth, fire, water, ice, smoke, ooze and magma) do not have epic feats. DMs are free to change what feats their own elemental monoliths use if so desired when they use them in a game.

I went on a tangent and added combat brute to dust and elusive target to mist, which aren't normally on these types of creatures.

bobthe6th
2013-02-03, 01:52 PM
Ash monolith's AoE attack is really weak... it needs a rider, or more damage.

DawnbringerSO
2013-02-03, 02:07 PM
Ash monolith's AoE attack is really weak... it needs a rider, or more damage.

You're right. Can't believe I let it go with so little damage.