Imix (Archomental)

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Large Elemental (Fire, Evil)
Hit Dice: 14d8+28 (90hp)
Initiative: +5 (+5 Dex)
Speed: 50 ft
Armor Class: 18 (-1 Size, +5 Dex, +4 Natural Armor)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 1 Slam +15
Space/Reach: 5 ft x 5 ft/10 ft
Special Attacks: Body flames, summon servants, spell-like abilities0
Special Qualities: Immunities, darkvision 60 ft., damage reduction 20/+2, SR 28, water/cold vulnerability0
Saves: Fort +6, Ref +13, Will +5
Abilities: Str 17, Dex 21, Con 15, Int 19, Wis 12, Cha 210
Skills: Hide +17, Listen +14, Move Silently +17, Search +16, Spot +140
Feats: Cleave, Improved Unarmed Strike, Power Attack, Weapon Finesse (Slam), Weapon Focus (Slam)0
 
Environment: Plane of Fire
Organization: Unique
Challenge Rating: 16
Treasure: Standard
Alignment: Neutral Evil
Advancement: Unique
Level Adjustment: 0
Imix is the prince of evil creatures that call the Plane of Fire home. Thousands of fire elementals, efreet, and salamanders call him master, yet he constantly strives to destroy those creatures that refuse to bow down to him.Imix appears as an 18-foot tall column of flame, radiating powerful waves of heat at all times.0CombatArchomentals are ferocious and will attack any creature for the fun of it as well as to defend their realms. They enjoy terrifying their victims before slaying them. Imix attacks by slamming his opponent with his fiery hand.Body Flames (Su): Imix can wreathe his body in roaring flames as a free action doing 1d20 per round to all within 10 ft. bashers so affected aren't allowed the luxury of a saving throw, thought those with resistance to fire only take half damage.Immunities (Elemental): Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Imix is also immune to petrification. Vulnerabilites (Ex): Water attacks reduce their AC by 1 and cold attacks reduce their AC by 2 and do an additional point of damage per die.Summon servants (Sp): Imix can summon his servants to do his bidding. When he calls, either 1d3 efreet, 1d3 fire elementals, or 1d3 salamanders appear immediately.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 (Su): All Archomentals are able to cast the following spells (once per round, at will) as though they were 20th-level sorcerers: detect invisibility; dispel magic, infravision (duration of one day), know alignment, suggestion (duration of 12 hours), and teleport without error. They can cast each of the following spells three times per day: comprehend languages, painfully powerful continual light, wall of fire at triple its normal strength, pyrotechnics and read magic. Once per day, he can cast telekinesis (600 pounds) and a fireball that deals 20d6 damage.0Habitat/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 Princes of Evil are said to have a relationship with the mysterious being known only as the Elder Elemental God.0EcologyFor more information, see the Planescape Monstrous Compendium Appendix III (pg. 16-17).0
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