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Air Monolith

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Air Monolith

N Gargantuan elemental (air)

Init −2; Senses darkvision 60 ft.; Listen +25, Spot +25; Blind-Fight

DEFENSE

AC 31, touch 17, flat-footed 20 (−4 size, +11 Dex, +14 natural); Deflect Arrows, Dodge

hp 450 (20d8+360); DR 15/—

Fort +12, Ref +23, Will +14

Special air mastery (airborne opponents take −2 to attack and damage rolls)

OFFENSE

Speed fly 100 ft. (perfect)

Melee 2 slams +27 (6d6+11)

Grapple +43

Space 20 ft.; Reach 20 ft.

Attack Options Combat Reflexes (12 AoOs/round), Flyby Attack, Hold the Line, Power Attack

Special Attacks whirlwind (Reflex DC 31)

STATISTICS

Str 32, Dex 33, Con 22, Int 12, Wis 15, Cha 17

Base Atk +20

Feats Blind-Fight, Combat Reflexes, Deflect Arrows, Dodge, Flyby Attack, Hold the Line, Power Attack

Skills Intimidate +16, Listen +25, Sense Motive +15, Spot +25

Languages Auran

ECOLOGY

Environment Realm of Air

Organization solitary

SPECIAL ABILITIES

Whirlwind (Ex) An air monolith can transform itself into a whirlwind at will as a standard action and remain in that form indefinitely. In this form, the monolith can move through the air or along a surface at its fly speed.

The whirlwind is 10 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. The monolith controls the exact height, but it must be at least 20 feet.

The air monolith’s movement while in whirlwind form does not provoke attacks of opportunity, even if the monolith enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the monolith moves into or through the creature’s space.

Huge or smaller creatures take damage when caught in a whirlwind and may be lifted into the air. An affected creature must succeed on a DC 31 Reflex save when it comes into contact with the whirlwind or take 4d6 points of damage. It must also succeed on a second DC 31 Reflex save or be picked up bodily and held suspended in the powerful winds, auto- matically taking the same 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. The save DC is Strength-based.

A creature trapped in a whirlwind cannot move except to go where the air monolith carries it or to escape the whirlwind. It can otherwise act normally, but must succeed on a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in a whirlwind take a −4 penalty to Dexterity and a −2 penalty on attack rolls. A monolith can have only as many creatures trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.

An air monolith can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned monolith always ejects trapped creatures before returning to its home plane.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the air monolith and has a diameter equal to half the monolith’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 15 + spell level) to cast a spell.

An air monolith in whirlwind form cannot make slam attacks and does not threaten the area around it.

Earth Monolith

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EARTH MONOLITH

N Gargantuan elemental (earth)

Init +11; Senses darkvision 60 ft.; Listen +25, Spot +25

DEFENSE

AC 25, touch 4, flat-footed 25 (−4 size, −2 Dex, +21 natural)

hp 510 (20d8+420); DR 15/—

Fort +19, Ref +4, Will +14

OFFENSE

Speed 30 ft.; earth glide

Melee 2 slams +32 (6d8+16); earth mastery

Grapple +48

Space 20 ft.; Reach 20 ft.

Attack Options push (bull rush without provoking AoO); Awesome Blow, Great Cleave, Power Attack

STATISTICS

Str 43, Dex 6, Con 24, Int 12, Wis 15, Cha 17

Base Atk +20

Special Qualities earth mastery (+2 to attack and damage rolls, and bull rush and grapple checks, if monolith and opponent are touching ground; −4 to attack and damage rolls if opponent is airborne)

Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Power Attack

Skills Intimidate +16, Listen +25, Sense Motive +15, Spot +25

Languages Terran

ECOLOGY

Environment Nidavellir, the realm of earth and stone

Organization solitary

SPECIAL ABILITIES

Earth Glide (Ex) An earth 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 a burrowing earth monolith flings the creature back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

Fire Monolith

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Fire Monolith

N Gargantuan elemental (fire)

Init +9; Senses darkvision 60 ft.; Listen +25, Spot +25; Blind-Fight

DEFENSE

AC 29, touch 15, flat-footed 20 (−4 size, +9 Dex, +14 natural); Dodge, burn

hp 450 (20d8+360); DR 15/—

Fort +14, Ref +21, Will +14

OFFENSE

Speed 60 ft.

Melee 2 slams +27 (6d6+11 plus 4d6 fire; burn)

Grapple +43

Space 20 ft.; Reach 20 ft.

Attack Options Combat Reflexes (10 AoOs/round), Hold the Line, Power Attack

STATISTICS

Str 32, Dex 29, Con 22, Int 12, Wis 15, Cha 17

Base Atk +20

Feats Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Hold the Line, Mobility, Power Attack

Skills Intimidate +16, Listen +25, Sense Motive +15, Spot +25

Languages Ignan

ECOLOGY

Environment Realm of Fire

Organization solitary

SPECIAL ABILITIES

Burn (Ex) A fire monolith’s slam attack deals bludgeoning damage plus fire damage because of the creature’s flaming body. Anyone hit by a fire monolith’s slam attack must succeed on a DC 26 Reflex save or catch on fire. The flame burns for 1d4 rounds. Unless it is still in contact with the fire monolith, a burning creature can take a move action to put out the flames. The save DC is Constitution-based.

Creatures that hit a fire monolith with natural weapons or unarmed attacks take fire damage as though hit by the monolith’s attack, and also catch on fire unless they succeed on a DC 26 Reflex save.

Water Monolith

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Water Monolith

N Gargantuan elemental (water)

Init +6; Senses darkvision 60 ft.; Listen +25, Spot +25

DEFENSE

AC 27, touch 12, flat-footed 21 (−4 size, +6 Dex, +15 natural)

hp 510 (20d8+420); DR 15/—

Fort +19, Ref +14, Will +14

OFFENSE

Speed 30 ft. (6 squares), swim 120 ft.

Melee 2 slams +30 (6d8+14; drench); water mastery

Grapple +46

Space 20 ft.; Reach 20 ft.

Attack Options Awesome Blow, Great Cleave, Power Attack

Special Attacks vortex (Reflex DC 34)

STATISTICS

Str 38, Dex 22, Con 25, Int 12, Wis 15, Cha 17

Base Atk +20

Special Qualities water mastery (+2 to attack rolls and damage rolls if both monolith and opponent are touching water; if the opponent or the monolith are touching the ground, −4 penalty on attack rolls and damage rolls)

Feats Awesome Blow, Cleave, Dodge, Great Cleave, Improved Bull Rush, Lightning Reflexes, Power Attack

Skills Intimidate +16, Listen +25, Sense Motive +15, Spot +25

Languages Aquan

ECOLOGY

Environment Realm of the Deep

Organization solitary

SPECIAL ABILITIES

Drench (Ex) A water monolith’s touch puts out torches, campfires, exposed lanterns, and other open flames of non- magical origin of they are Huge or smaller. The creature can dispel magical fire it touches, as if using greater dispel magic (caster level 20th).

Vortex (Su) A water monolith can transform itself into a whirlpool at will as a standard action, provided it is underwater. It can remain in that form as long as it likes. In vortex form, a monolith can move through the water or along the bottom at its swim speed.

The vortex is 10 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. The monolith controls the exact height, but it must be at least 20 feet.

A water monolith’s movement while in vortex form does not provoke attacks of opportunity, even if the monolith enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the monolith moves into or through the creature’s space.

Huge or smaller creatures take damage when caught in a vortex and may be swept up by it. An affected creature must succeed on a DC 34 Reflex save when it comes into contact with a vortex or take 4d6 points of damage. It must also succeed on a second DC 34 Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking the indicated damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based.

A creature trapped in a vortex cannot move except to go where the water monolith carries it or to escape the vortex. It can otherwise act normally, but must make a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in the vortex take a −4 penalty to Dexterity and a −2 penalty on attack rolls. A monolith can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.

A water monolith can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned monolith always ejects trapped creatures before returning to its home plane.

If the vortex’s base touches the surface beneath a body of water, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’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 make a Concentration check (DC 15 + spell level) to cast a spell.

A water monolith in vortex form cannot make slam attacks and does not threaten the area around it.

Water Mastery (Ex) A water monolith can easily affect the movement of ships in any squares it threatens as a full-round action, overturning any craft up to 180 feet long, or halting and holding motionless a ship as long as 360 feet. Larger ships can be reduced to half speed for as long as they remain threatened by the monolith.