Black Flame Menace
{{DM}}
Gargantuan Elemental (Extraplanar, Fire)
- Hit Dice
- 36d8+216 (378 hp)
- Initiative
- +13
- Speed
- 60 ft. (12 squares)
- Armor Class
- 29 (–4 size, +9 Dex, +14 natural), touch 15, fl at-footed 20
- Base Attack/Grapple
- +27/+50
- Attack
- Slam +35 melee (6d6+11/19–20 plus 4d6 fire)
- Full Attack
- 2 slams +35 melee (6d6+11/19–20 plus 4d6 fire)
- Space/Reach
- 20 ft./20 ft.
- Special Attacks
- Burn
- Special Qualities
- Damage reduction 15/—, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
- Saves
- Fort +20, Ref +29, Will +16
- Abilities
- Str 32, Dex 29, Con 22, Int 12, Wis 15, Cha 17
- Skills
- Balance +13, Diplomacy +5, Intimidate +16, Jump +25, Listen +43, Sense Motive +15, Spot +43, Tumble +24
- Feats
- Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Fortitude, Improved Critical (slam), Improved Initiative, Improved Natural Attack, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Focus (slam)
- Environment
- Elemental Plane of Fire
- Organization
- Solitary
- Challenge Rating
- 17
- Treasure
- None
- Alignment
- Usually neutral
- Advancement
- 37–54 HD (Gargantuan)
- Level Adjustment
- —
a splashing stream of molten metal. From moment to moment,
eyelike openings in the blazing flames seem to form and disappear,
and its brilliant tendrils resemble long, slender limbs.
Leaders of the fire elementals, fire monoliths are normally
encountered away from the Elemental Plane of Fire
only when summoned by powerful spellcasters.
They are creatures of living
flame, hostile to most other forms
of life. Fire monoliths speak Ignan,
and their voices sound like
the roaring of an inferno,
but even though they are
stronger-willed and more
intelligent than most of
their kin, they rarely
have much to say
to residents of the
Material Plane.
Combat
Fire monoliths
combine great
physical power with
incredible quickness
and the ability to set
their foes ablaze.
Like other fire elementals,
fire monoliths cannot
enter water or
any other nonflammable
liquid, and
so cannot cross
water unless they can step
or jump over it.
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 34 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 34 Reflex save.