Large Elemental (Negative Energy) |
Hit Dice: | 12d8+36 (88 hp) |
Initiative: | +7 (+3 Dex, +4 Improved Initiative) |
Speed: | 30 ft. |
Armor Class: | 20 (-1 size, +3 dexterity, +8 natural) |
Base Attack/Grapple: | 0 |
Attack: | 0 |
Full Attack: | 1 fist +14 melee |
Space/Reach: | 5 ft. by 10 ft./5 ft. |
Special Attacks: | Energy Drain0 |
Special Qualities: | Damage reduction 20/+2, negative energy radiance0 |
Saves: | Fort +11, Ref +7, Will +5 |
Abilities: | Str 23, Dex 17, Con 17, Int 10, Wis 11, Cha 90 |
Skills: | Hide +18, Move Silently +16, Search +6, Spot +60 |
Feats: | Improved Initiative, Dodge0 |
|
Environment: | Plane of Negative Energy |
Organization: | Solitary |
Challenge Rating: | 14 |
Treasure: | None |
Alignment: | Chaotic Evil |
Advancement: | 16 HD (Huge) |
Level Adjustment: | 0 |
Negative energy elementals are so named because they are composed of the “material” of their home: the Negative Energy Plane. They appear as vaguely humanoid sheets of ebony flame. When on planes other than their home plane, negative energy elementals leave death and decay in their wakes.0
CombatNegative Energy Radiance (Su): The mere presence of these creatures is anthemia to life; everything within a 30 ft. radius of a negative energy elemental is affected as follows:
Undead within the area are more difficult to turn; they get a +2 turn resistance.All undead regenerate at a rate of 2 points per round. Undead that already has regeneration abilities add 2 points a round to their usual rate.Freshly slain living creatures in the area have a 50% chance to spontaneously animate as a standard zombie.Healing spells in the area of effect only cure half the hit points rolled.A supernatural chill inflicts 1 point of damage per turn to those who do not possess magical protection against cold.Energy Drain (Su): When this creature attacks, it either forms a humanoid fist to deliver a hammering attack or it merely sweeps over its victim in a midnight wave of death. A successful attack deals 3d8+5 damage due to cell death plus the loss of 2 levels of experience. Their touch also causes up to 1,000 cubic feet of materials derived from organic substances to rot and be destroyed. A successful Fort save (DC 20) negates the effect.Elemental Vulnerabilities: Because of its close association with the Negative Energy Plane, these creatures are particularly vulnerable to elemental manifestations. Attacks made by any type of elemental or elemental being against this creature gain a +2 to attack and +2 points per damage die delivered. Additionally, negative energy elementals save against manifestations of elements (fireball, lightning bolt, etc.) with a –2 penalty.When away from the Negative Energy plane, the creature is forced to consume life force. If it is unable to consume 10 points in a single day, then it returns to its plane of origin.Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.0Habitat/SocietyNone0EcologyNone0