Thermic Large Earth Elemental
| Statistic | Value |
|---|---|
| Size/Type | Large Elemental (Earth, Extraplanar) |
| Hit Dice | 8d8+32 (68 hp) |
| Initiative | -1 |
| Speed | 30 ft. (6 squares) |
| Armor Class | 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-tooted 18 |
| Base Attack/Grapple | +6/+17 |
| Attack | Slam +12 melee (2d8+7 plus 1d8 fire) |
| Full Attack | 2 slams +12 melee (2d8+7 plus 1d8 fire) |
| Space/Reach | 10 ft./10 ft. |
| Special Attacks | Earth mastery, heat aura, push |
| Special Qualities | Damage Reduction 5/―, earth glide, darkvision 60 ft., immunity to fire, elemental traits |
| Saves | Fort +10, Reflex +1, Will +2. |
| Abilities | Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11. |
| Skills | Listen +6, Spot +5 |
| Feats | Cleave, Great Cleave, Power Attack |
| Environment | Elemental Plane of Earth |
| Organization | Solitary |
| Challenge Rating | 6 |
| Treasure | None |
| Alignment | Usually neutral |
| Advancement | 9–15 HD (Large) |
| Level Adjustment | ― |
Description
When summoned to the Material Plane, a thermic earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from. However the body becomes intensely hot to the touch, with heated air rising off its form.
Thermic earth elementals speak Terran but rarely choose to do so.
Combat
Though a thermic earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. A thermic earth elemental can move along the bottom of a body of water but strongly prefers not to.
Earth Mastery (Ex): A thermic earth elemental 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 elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push (Ex): A thermic earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.
Earth Glide (Ex): A thermic earth elemental 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 thermic earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Heat Aura (Ex): Anyone within 10 feet of a large thermic earth elemental must succeed at a DC 18 Fortitude save or suffer 1d6 points of fire damage from the intense heat. Creatures make saving throws on their turn every round.
Creating a Thermic Elemental
"Thermic elemental" is a template that can be added to any earth elemental that does not have the cold or fire subtype (referred to hereafter as the "base creature"). It uses all of the base creature's statistics and special abilities except as noted here.
Size and Type: The creature's type and size are unchanged. Do not recalculate the Hit Dice, base attack bonus, or saves.
Speed: As the base creature +10 feet. If the creature has a fly speed, its fly speed also increases by +10 feet.
Damage: The creature's melee attacks with natural weapons deal the same amount of damage, and inflict additional fire damage from the elemental's heated body. Use the values below to determine the amount of extra fire damage.
| Base Damage | Fire Damage |
|---|---|
| 1 | 1 |
| 1d2 | 1 |
| 1d3 | 1 |
| 1d4 | 1d2 |
| 1d6 | 1d3 |
| 1d8 | 1d4 |
| 2d6 | 1d6 |
| 2d8 | 1d8 |
| 4d6 | 2d6 |
Special Attacks: A thermic elemental retains all of the special attacks of the base creature and also gains the following attacks:
Heat Aura (Ex): Anyone within 10 feet of a thermic elemental must succeed at a Fortitude save (DC 10 + 1/2 elemental's hit dice + elemental's Con modifier) or suffer 1d6 points of fire damage from the intense heat. Creatures make saving throws on their turn every round.
Special Qualities: A thermic elemental retains all of the special qualities of the base creature and also gains immunity to fire.
Challenge Rating: Same as the base creature +1
Level Adjustment: +1.
Also in this section of the source
Thodic
Author: Robert J. Hall.
| Statistic | Value |
|---|---|
| Size/Type | Small Outsider (Lawful) |
| Hit Dice | 6d8+6 (33 hp) |
| Initiative | +1 |
| Speed | Fly 50 ft. (perfect) (10 squares) |
| Armor Class | 20 (+1 Dex, +1 size, +8 natural), touch 12, flat-footed 19 |
| Base Attack/Grapple | +6/― |
| Attack | Gore +8 melee (1d4+1) or order ray +8 ranged touch (2d6 plus paralysis) |
| Full Attack | Gore +8 melee (1d4+1) or order ray +8 ranged touch (2d6 plus paralysis) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Order ray |
| Special Qualities | Blindsight 120 ft., spell-like abilities, regeneration 4, telekinesis, geometric solid, immunities |
| Saves | Fort +8, Ref +8, Will +8 |
| Abilities | Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 12 |
| Skills | Diplomacy +7, Hide +5, Intimidation +4, Knowledge (any two) +10, Knowledge (any two) +7, Knowledge (any two) +4, Move Silently +7, Listen +10, Search +6, Sense Motive +7, Spot +10 |
| Feats | Great Fortitude, Iron Will, Lightning Reflexes |
| Environment | Any lawful neutral-aligned plane |
| Organization | Solitary, team (2–4), or squad (6–10) |
| Challenge Rating | 5 |
| Treasure | None |
| Alignment | Always lawful neutral |
| Advancement | 7–12 HD (Small) |
| Level Adjustment | ― |
Floating effortlessly above the ground is an opaque, solid object with a simple geometric shape. It slowly turns about in various directions, but each side is indistinguishable from the others and all of the surfaces are free of imperfections.
Having the form of a perfect, symmetrical, geometric shape, these odd beings are the very embodiment of order. They come in various simple forms, such as a cube, pyramid, octahedron, decahedron, and so forth. Their facets are have the same hue and pattern on each side, although thodics rarely ever possess exactly the same size, shape and color.
Thodics sense the world about them in shades of order and chaos, with stability and perfection of form being a brilliant white, while disorder and unpredictability produce a sinister blackness. Between these extremes lies every combination of hue and shade of order and chaos, and it is from this perspective that the thodic draw their viewpoint on reality.
The body of the thodic is a perfect arrangement of form and function, with each piece performing its required task in ideal harmony with the remainder. The order that they embody rejects any disruption to this precise functioning, and it will quickly repair any inflicted damage. Only the insidious powers of chaos possess the means to disable or destroy a thodic through physical damage.
The thodic are bitter enemies of disorder, and will relentlessly attack those who do not embrace the precepts of order and perfection. As axiomatic beings, they are uncreative, predictable, and stable. They dislike change, unless it is to bring more order into the world. But they accept the need for action and initiative in order to usurp those who spread lawlessness and anarchy.
The body of a thodic has no movable appendages and they manipulate their surroundings through telekinetic abilities. Whenever they speak their bodies expand and contract with each syllable, and they emit brief pulses of light for emphasis. Their voices are always flat, emotionless and dull.
Combat
The tactics of a thodic are unimaginative and predictable, with the creature cautiously weighing the threats before attacking. It prefers to fight from a distance, using its ray of order to damage and disable its enemies. A thodic will attack the most powerful chaotic enemy first, then deal with lesser threats when the first is eliminated.
For close combat as a free action a thodic can cause any of its sides to protrude outward to form a geometric horn. By slamming a foe with these protrusions, it can produce a nasty gore wound. These horns can also be used against an opponent attempting to grapple the thodic.
Spell-Like Abilities: At will―detect chaos. 3/day―protection from chaos. Caster level 6th. Save DCs are Charisma-based.
Order Ray (Su): Once per round, a thodic can direct a brilliant beam of pure order against a single opponent within 40 feet, dealing 2d6 points of lawful-aligned damage (Reflex DC 14 half).
If the target is non-lawful in alignment, it must also succeed on a DC 14 Fortitude save or be paralyzed for a number of rounds equal to the damage inflicted. The save DCs are Constitution-based.
Regeneration (Ex): Chaos magic and effects deal double normal damage to a thodic.
Geometric Solid (Ex): A thodic has no limbs and can not directly manipulate objects except through brute force. Having no clear front or back, it can not be flanked.
Immunities (Ex): A thodic is immune to confusion, sleep effects, paralysis, and any mind-affecting effects that alter emotions.
Telekinesis (Su): A thodic can use telekinesis as a standard action (caster level 9th or the thodic's HD, whichever is higher). However the range of this ability is always Close (50 ft. + 25 ft./level).
Skills: Thodic have a +4 racial bonus on Listen and Spot checks.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, thodic also gain the following special benefits.
- The caster level of the spell-like abilities is equal to the Hit Dice.
- The save DC of the order ray is equal to 10 + ½ HD + Constitution modifier.
- 8+ HD ― Use spell-like abilities twice per day.
- 9+ HD ― Add a bonus spell from the table below that is based on the geometric shape of the Thodic. This spell can be used once per day.
- 4-sided―sanctuary
- 6-sided―entropic shield
- 8-sided―remove fear (DC 12)
- 10-sided―mage armor (DC 12)
- 12-sided―shield
- 20-sided―hold portal
- 24-sided―command (DC 12)
- 10+ HD ― Add 3/day―dimension door to spell-like abilities
- 11+ HD ― Add a bonus spell from the table below that is based on the general hue of the Thodic. This spell can be used once per day.
- Gray―lesser restoration
- Red―aid
- Brown―resist energy (DC 13)
- Yellow―enthrall (DC 13)
- Green―make whole
- Blue―chill metal (DC 13)
- Violet―shield other (DC 13)
- 12+ HD ― Add 1/day―order's wrath to spell-like abilities