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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.

Elemental, Fire, Conjured 

These powerful animations of their element are almost always summoned and solitary. As such, they are not subject to either Mind or Spirit attacks; a conjured elemental will automatically succeed against any preservation save involving these. Also, they are resistant to blunt, edged and piercing weapons, even magical. Further, a fire elemental is completely immune to poison and fire. However, it is susceptible to water as it will suffer 1 point of damage for every gallon of water splashed on it. Further, total immersion of water will inflict 2d6 points of damage per round. These elementals also produce light, shedding bright light in a 20-foot radius and dim light in an additional 10 feet. Further, if a creature touches the elemental or hits it with a melee attack while within 5 feet then an Agility save (DC:12) is required or suffer d4 points of fire damage. If grabbing the elemental, then the fire damage is automatic. Also, when the creature successfully strikes, the victim must make an Agility save (DC:12) or check for combustion. If failing and wearing or wielding items not made from metal or stone, the item(s) must make a survival check (DC:12) these will catch on fire. The chart for survivability can be found here. If the item combusts, the next action by the victim must be to remove the item or drop and roll; otherwise, the fire will inflict an additional d4 points of fire damage at the end of the victim's action.

Notes: Chance of fire damage when striking in melee (DC:12)
Body: 58 ( STR:9, AGIL:17, RESIL:13 )
Mind: 0 ( LOGIC:0, PERC:0, JUDG:0 )
Spirit: 0 ( WILL:0, FAITH:0, MUSE:0 )
Movement: 50 feet
Size Category: Huge (+2 to hit)
Armor Class: 17
Attack: Fire
Number of d20s: 2
To-Hit Modifier: +9
Damage Type: fire
Damage: 4 to 5 pts
Attack Special: onHit;agilityDC12;{"command":"word","specialWord":"Combustible%20Check"}