Ben-Hadar

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Large Elemental (Water, Good)
Hit Dice: 90 hp
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft, swim 50 ft
Armor Class: 19 (-1 Size, +4 Dex, +6 Natural Armor)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 Claws +8
Space/Reach: 5 ft x 5 ft/10 ft
Special Attacks: Spell-like abilities, Summon Servants
Special Qualities: Immunities (elemental), Darkvision 60 ft., SR 27, Weapon Resistance, Damage Reduction 20/+2
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 13, Dex 18, Con 14, Int 13, Wis 11, Cha 23
Skills: Hide +14, Listen +10, Move Silently +9, Search +7, Swim +18
Feats: Dodge, Improved Initiative
 
Environment: Plane of Water
Organization: Solitary
Challenge Rating: 16
Treasure: Standard
Alignment: Neutral Good
Advancement: Unique
Level Adjustment: 0
Ben-Hadar is a tall humanoid figure made purely of water. The blood's an arrogant, selfish boor, but he fights against evil at every turn and promotes the general welfare of those under him. CombatArchomentals are ferocious and will attack any creature for the fun of it as well as defend their realms. They enjoy terrifying their victims before slaying them. Ben-Hadar can batter his foes with his huge, clawed hands.Summon Servants (Sp): Archomentals can summon creatures of their respective elements much the same as if casting a summon monster spell. Once per day, the prince can summon 1d3 water elementals, 2d4 nereids, or 10d10 tritons.Immunities (Elemental)(Ex): Immune to poison, sleep, paralysis, petrification and stunning. Not subject to critical hits.Weapon Resistance (Ex): Bladed weapons that strike him inflict only half their normal damage as they pass through his watery form.Skills: Ben-Hadar receives a +8 racial bonus to Swim checks.Grant Spells (Sp): Archomentals can grant spells to priests who serve and worship them – 1st through 3rd–level spells through faith alone, and 4th-level spells if they appear in person.Spell-like abilities: Ben-Hadar is able to cast the following spells (once per round, at will) as though he were a 20th-level sorcerer: detect invisibility, dispel magic, infravision (duration of one day), know alignment, suggestion (duration of 12 hours), and teleport without error. In addition, he can also bestow another individual with the benefits of a water breathing spell; this gift lasts as long as he wishes. He can cast each of the following spells three times per day: comprehend languages, lower water, part water, and read magic. He can also create a wall of water equal to a triple-strength wall of ice (this only works underwater). . Once per day, they can cast telekinesis (600 pounds).Habitat/SocietyAll Archomentals have the ability to understand and converse with any intelligent creature.Archomentals are those elemental beings that rise above their fellows, subjugating the rest under their own rule. Fact is, some folks refer to them as the Princes of Elemental Evil (or Good) or similar derivations of that name.

The archomentals don’t rule their respective planes or all the elementals found there. Instead, they control realms within their home planes, mastering as many of the less powerful elementals as they can.

The origins of most of the Princes of Elemental Good aren’t known for certain. In all likelihood, they were normal elementals that somehow grew in power and stature.0EcologyFor more information, see the Planescape Monstrous Compendium Appendix III (pg. 16-17).

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