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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.

Ember Hoard 

An ember hoard is a swarm of countless tiny fire elementals gathered into a unified destructive force. One of the tiny elementals is little more than a bit of hot ash that has burst from a campfire; however, the hoard is composed of hundred, perhaps thousands of them and might be as large as a thick sheet ten-feet wide and tall.The attack of the hoard is generally weak, inflicting a point of fire damage if able to hit; however, the more concerning method of assault is that it can occupy the same space as others without contest. Unless the occupants in its space can breath within fiery environments, the rules of holding one’s breath and asphyxiation come into play. Further, this forces an effective silence for purposes of speaking, spell-casting and item-activation. Lastly, entities starting their turn inside the area of the hoard will suffer one point of fire damage, unless resistant or better. Objects not projected by a lifesong, must make a survival check against fire (DC:11); failing the check will result in the object becoming inflamed.

Notes: Flight at 50
Body: 19 ( STR:3, AGIL:4, RESIL:6 )
Mind: 7 ( LOGIC:1, PERC:2, JUDG:2 )
Spirit: 6 ( WILL:2, FAITH:1, MUSE:1 )
Movement: 50 feet
Size Category: Large (+1 to hit)
Armor Class: 12
Blunt: 14
Edged: 14
Piercing: 14
Cold: 11
Need magic to hit
Attack: Fire Thrust
Number of d20s: 1
To-Hit Modifier: 0
Damage Type: fire
Damage: 1 pts