So, the good(?) news is, it's double update AGAIN! And the other news is, it's more Elementals. First off, meet the squarest of all rainbows, the

Vizemut
A headless, square torso with many-jointed legs and arms, the metallic form of each vizemut sports a peculiar, iridescent sheen. In terms of personality, they are far less colourful, and in fact, are commonly found quite dry and dull. They show a disinterest almost unparalleled even among elementals in the various ongoing affairs of mortals and the planes alike, but will sometimes consort with the rilmani so long as it doesn't take much of an active effort on their part.

The vizemut speak a plain, politely nondescript Terran.

Size/Type: Medium Elemental [Earth]
Hit Dice: 6d8+18 ( hp)
Initiative: +0
Speed: 20 feet (4 squares)
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +4/+6
Attack: Slam +6 melee (1d6+2)
Full Attack: 2 slams +6 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Collapse, darkvision 60 ft., elemental traits, resistence to electricity and fire 10, unmoved
Saves: Fort +10, Ref +2, Will +6
Abilities: Str 15, Dex 10, Con 16, Int 10, Wis 15, Cha 15
Skills: Diplomacy +10, Listen +6, Sense Motive +10, Spot +6
Feats: Great Fortitude, Iron Will, Negotiator
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating:
Alignment: Always neutral
Advancement: 10–11 HD (Medium)
Level Adjustment: –

Combat
The vizemut are not fighters and do combat cautiously and unenthusiastically. They prefer to talk, and if all else fail, they will sometimes try and goad opponents into using fire on them, so as to have an easier time escaping.

Collapse (Ex)
Each time a vizemut suffers at least 10 points of fire damage, it must succeed on a DC 16 Fortitude save or become Small-sized for 1d4 minutes or until it takes at least 10 points of cold damage.

Unmoved (Su)
Any magical effect that would physically move the vizemut towards its source automatically fails.


…joined by this orange blob that would love tobe square (but is a blob instead), the

Muriyeb
Commonly mistaken for oozes when at rest and not spread thin in water, muriyebs are quivering blobs of orange-brown liquid that will sometimes slip into other realms from the Plane of Water. Muriyebs greatly resent the instability inherent to their bodies, but manny if not most find solace in the strongly held belief that the properly maintained balance of a regimented mind is a greater form of coherence than a constant and unchanging form. They are quite eager to impart that state to others as well, seeing this act as a priceless service rendered.

Muriyebs speak an oddly lapidary form of Aquan.

Size/Type: Medium Elemental [Water]
Hit Dice: 5d8+15 (37 hp)
Initiative: +3
Speed: 20 feet (4 squares), swim 50 feet
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+4
Attack: Slam +6 melee (1d6+1)
Full Attack: 2 slams +6 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Calm emotions
Special Qualities: Darkvision 60 ft., DR 4/–, elemental traits, wavehidden
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 12, Dex 16, Con 16, Int 11, Wis 10, Cha 11
Skills: Hide +11, Move Silently +11
Feats: Ability Focus (Calm Emotions), Weapon Finesse
Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 4
Alignment: Usually lawful neutral
Advancement: 6–9 HD (Medium), 10–12 HD (Large)
Level Adjustment: –

Combat
Muriyebs, as a general rule of thumb, don't start fights. They are, nevertheless, quick to join the smallest of scuffles in the hope that they can subdue the combatants and so make a contribution to enforcing an order of sorts. Aware of their limitations, nevertheless, they tend to stick close to bodies of water to have an easy avenue of escape at hand.

Calm Emotions (Ex)
As a standard action, a muriyeb can move into an adjacent opponent's square without provoking an attack of opportunity and briefly envelop its foe before retreating. Such an opponent must succeed on a DC 17 Fortitude save or be calmed for 2d6 rounds as though affected by a calm emotions spell. Aggressive action taken against such a creature doesn't break the effect, nor does it grant a new save. The save DC is Constitution-based.

Wavehidden (EX)
When it enters water, the form of a muriyeb seems to immediately dissolve. Whenever it is submerged in a sufficient amount of water to comfortably accomodate it, a muriyeb can attempt to use the Hide skill even while directly observed and can take 10 on all Hide checks even while distracted or threatened.


Next on the agenda's either some Fey or (finally) a new Deathless, depending on what I get around to finalizing first.