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 Over-Category: Ideophage 
 Kingdom: Elemental 
For all practical purposes, Ideophages do not eat at all; they do no grow or sustain from a known energy. Constructs, while not the only Ideophages, are the clearest example. A golem constucted of stone will exist until the stone erodes or is significantly damaged in some way.
Elementals are creatures who are native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. These entities have darkvision out to 60 feet. Further, they have immunity to poison, sleep effects, paralysis, and stunning. Elementals do not eat food, sleep, or breathe.


Although very large, a kurma will bury itself in the dirt or sand to appear as a mound. The spikes on its tortoise shell give the façade of a patch of dead plant growth atop the mound. But this native to the elemental plane of earth has a sneaky attack. The creature secretes a limey salt and can form projectiles from within the tubes of his shell. When a creature approaches within 90 feet, on foot or in air, the kurma blasts a projectile for 2d20. Since it does this without any movement, the attacked victim and his or her party will have to make a secret Perception check (DC:18) to even know from where the projectile originated. Although even direction is known on a failed check, but one cannot identify that the mound is the attacker. Likely it will be interpreted as something hiding behind the mound. If the attacked being flees, the kurma will let it go, but if charging the mound, it lays in wait. If anyone stands on of the mound, the kurma raises up suddenly on its action which gives it a special extra bonus attack of throwing those standing on it 20 feet in a random direction. This will force those thrown to individually make Agility saves (DC:13) or suffer d6 points of Body damage and fall prone. Successful saves avoid damage but landing prone still occurs. Once emerging, the kurma will attack with two separate attacks on its turn, permitted to engage in melee and fire projectiles both in the same combat round.
Usually, the kurma is a solitary creature, but during mating season, they will travel in threes, a male and two females. A single female will lay a single clutch of 1-6 eggs each year. Small predators devour most of the offspring before they are old enough to defend themselves. Those who survive can live hundreds of years.

Notes: Capable of two attacks per turn
Body: 51 ( STR:12, AGIL:8, RESIL:14 )
Mind: 4 ( LOGIC:1, PERC:1, JUDG:1 )
Spirit: 4 ( WILL:1, FAITH:1, MUSE:1 )
Movement: 30 feet
Size Category: Giant (+3 to hit)
Armor Class: 17
Attack: Projectile
Number of d20s: 2
To-Hit Modifier: +8
Damage Type: blunt
Damage: 4 to 5 pts
Attack: Bite
Number of d20s: 3
To-Hit Modifier: +12
Damage Type: cleaver
Damage: 8 to 10 pts