Ogremoch (Archomental)

Anonymous's picture
Large Elemental (Earth, Evil)
Hit Dice: 17d8+34 (110 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft
Armor Class: 19 (-1 Size, +1 Dex, +9 Natural Armor)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 Fists +20/+15
Space/Reach: 5 ft x 5 ft/10 ft
Special Attacks: Summon Servants, Spell-like abilities0
Special Qualities: Immunities, Darkvision 60 ft., SR 28, Damage Reduction 30/+30
Saves: Fort +12, Ref +6, Will +8
Abilities: Str 28, Dex 12, Con 14, Int 17, Wis 16, Cha 130
Skills: Disguise +15, Hide +13, Intimidate +15, Listen +13, Search +170
Feats: Cleave, Great Cleave, Improved Initiative, Improved Unarmed Strike, Power Attack0
 
Environment: Plane of Earth
Organization: Unique
Challenge Rating: 17
Treasure: Standard
Alignment: Neutral Evil
Advancement: Unique
Level Adjustment: 0
Ogremoch is the Lord of evil earth creatures. Standing over 10 ft. tall, Ogremoch wanders his plane looking for new subjects to intimidate, new slaves to command, or new opponents to challenge.0CombatOgremoch attacks with his huge stone fists, inflicting massive damage per hit.Summon Servants (Sp): Once per day, Ogremoch can summon 1d3 earth elementals, 1d6 khargra, 1d4 umber hulks, or 1d4 xorn. His wicked influence and magic corrupts any creatures he calls, leaving them permanently evil.Immunities (Ex): Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Ogremoch is also immune to normal fire. Cold, lightning, and magical fire inflict 1 less point of damage per die rolled.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: Ogremoch is cable of casting the 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. Imix can cast each of the following spells three times per day: wall of stone (triple strength), flesh to stone, and move earth (the area of effect is doubled), comprehend languages and read magic. Once per day, Ogremoch can create an earthquake 100 ft. in diameter, he can also cast telekinesis (600 pounds).Communicate (Ex): All Archomentals have the ability to understand and converse with any intelligent creature.0Habitat/SocietyArchomentals 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

Planescape, Dungeons & Dragons, their logos, Wizards of the Coast, and the Wizards of the Coast logo are ©2008, Wizards of the Coast, a subsidiary of Hasbro Inc. and used with permission.