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Elemental Ruler; Fireby Jamie Baty
Colossal Elemental (Extraplanar, Fire)
Hit Dice: 41d8+328 (512 hp)
Initiative: +21 (+9 Dex, +4 Improved Initiative, +8 Superior Initiative)
Speed: 60 ft. (12 squares)
Armour Class: 25 (-8 size, +9 Dex, +14 natural), touch 11, flat-footed 16
Base Attack/Grapple: +30/+60
Attack: Slam +42 melee (8d12 +14 +2d8 fire)
Full Attack: 2 Slam +42 melee (8d12 +14 +2d8 fire)
Space/Reach: 30 ft.+/30 ft.+
Special Attacks: Burn
Special Qualities: Damage reduction 15/-, darkvision 60ft., elemental traits, spell immunity, state of fire, summon fire allies
Saves: Fort +23, Ref +31, Will +16
Abilities: Str 38, Dex 29, Con 26, Int 8, Wis 13, Cha 13
Skills: Listen +25, Spot +25
Feats: Alertness, Blind Fighting, Combat Reflexes, Dodge, Epic Prowess, Great Fortitude, Improved Critical (slam), Improved Combat Reflexes, Improved Initiative(B), Iron Will, Mobility, Spring Attack, Superior Initiative, Weapon Finesse(B), Weapon Focus (Slam), Whirlwind Attack
Environment: Elemental Plane of Fire
Challenge Rating: 22
Alignment: Always neutral
Advancement: 42-80 HD (Colossal)
Level Adjustment: -
A fire elemental ruler cannot enter water or any other non-flammable liquid. A body of water is an impassable barrier unless the fire elemental can step or jump over it.
They normally appear as colossal pillars of flame, setting fire to all in their path. They are generally 2ft tall per HD. They are friendly with all creatures native to their plane, and with one another. They are have a true hatred of creatures from the Plane of Water.
Fire elemental rulers speak Ignan, though they rarely choose to do so. They rarely know any other languages.
A fire elemental ruler is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning the creatures and objects of the Material Plane to ashes. They do not parlay with any non-fire creature unless forced to.
Burn (Ex): A fire elemental ruler's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental ruler's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC is 38. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.
Creatures hitting a fire elemental ruler with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.
Damage Reduction (Su): A fire elemental ruler has damage reduction of 15/-.
Spell Immunity (Ex): A fire elemental ruler is immune to all spells and spell-like abilities of 5th level or lower. It is also immune to all mind-affecting spells, and any spell that would result in instant death, such as disintegration.
State of Fire (Ex): Fire elemental rulers take minimum damage from earth-based attacks and spells but take double damage from water-based spells and attacks regardless of whether a saving throw is allowed, or if the save is a success or failure.
Summon Fire Allies (Sp): Once per hour, a fire elemental ruler can summon creatures native to the Plane of Fire (elementals, pyrophores, helions and efreet are most common). Summoned creatures will arrive in 1d10x3 rounds. The total HD of summoned creatures cannot exceed 2x the ruler's HD. The summoned creatures obey the ruler's commands willingly and without hesitation, even suicidal ones.
Fire Subtype: A fire elemental ruler has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe.