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2007-07-23, 12:52 PM
Solid phaseamental
Large Elemental
HD 8d8+32 (68 hp)
speed20 ft. (4 squares)
AC18 (–1 size, –1 Dex, +10 natural),
touch 8, flat-footed 18
attackSlam +12 melee (2d8+7)
full attack2 slams +12 melee (2d8+7)
space/reach10 ft./10 ft.
Special attacks: Breath Weapon, Rock throw
Special Qualities: Damage reduction 10/–, Spelllike abilities, darkvision 60 ft., elemental traits, Spell resistances, Combustion, Diamond edge, razor edge
savesFort +10, Ref +1, Will +2
abilities Str 25, Dex 8, Con 30, Int 6, Wis 11, Cha 8
skills Balance+10, Climb+22, Listen +6, Spot +5
featsCleave, Great Cleave, Power Attack
environmentPlane of Solids and Shapes
TreasureDouble standard gold worth of diamonds and precious ores
alignmentUsually neutral
advancement9–15 HD (Large) 16-22

A Solidmental is a elemental kin from the plane of Solids and Shapes, a primal universe formed of 90% solid matter. Solidmentals usually appear on the material plane summoned by clerics or wizards as guards or seize troops. They are huge lumbering vaguely humanoid shaped beings made of a solid like mesh of slurry like solids, rocks, and gems. The creature has a vague head jutting out of its torso littered with 5 ruby like gems it uses for eyes. The Solidmental moves with a jerking unsteady gait.


Breath Weapon Once every 1d6 rounds a Solidmental can unleash a Cone of diamond shards and razor sharp dust. DC (22) cone of 30 by 30, 6d6 piercing damage. The attack leaves a mess of calltrap like shards and blades littered across the effected terrain

Rock throw Solidmentls can form rocks from their body and throw them as if they were a giant of equal size

Damage reduction 10/– Solidmentals shrug off most damage. Fire damage may cause them to combust (see bellow) Cold damage effects them as if the slow spell

Spelllike abilities, caster level 16 (cleric)
Once per day: earthquake, jump
3 times per day: Earth spikes, Wall of rock, transmute earth to mud, transmute mud to earth
At will: Soften earth, stone shape, passwall, stone meld, Telekenisis shape, Spiderclimb earth

Spell resistances A Solidmental's damage reduction effects most types of magical damage. Cold damage slows them, heat damage may cause them to combust (see bellow). Electric deals no damage. Most enchantments and effect spells don't effect Solidmentals save for the following. Soften Earth reduces their damage reduction by 5. Transmute Earth to mud effects them as the haste spell, Transmute mud to earth effects them as if the slow spell. Shape stone dazes them for 1d4 turns, Shape Earth stunes them for 1d6 rounds

Combustion When hit by fire damage a Solidmental can choose to alter it's body chemistry to become combustable. The Solidmental bursts into flame and begins to burn. The Solidmental gains an aura of fire as if effected by the fire shield spel, deals an additional 2d6 fire damage on its slam and rock throw attack and takes 2d6 fire damage per round.

Diamond edge A Solidmental's slam attack counts as a +4 weapon for the sake of damage reduction

razor edge A Solidmental can at will cause razor sharp spikes to form across their body. Any creature that is in a grapple or attacks with a natural or unarmed weapon takes 1d8 piercing damage

Solidmentals use their abilities to gain control of the terrain, softening the earth bellow the party and preventing their escape. They slowly wade into battle hurling rocks waiting until they are within rage of their breath attack before lurching into melee combat. The Solidmental (unless it has a master to take orders from) will attack the strongest looking opponent and attempt to grapple it (dealing damage from it's razor edge each round it holds a grapple) before moving on to the weaker targets. Whenever possible the Solidmental tries to keep the party bunched together to effect as many as possible with its breath attack. The Solidmental tends to shrug off fire damage unless it is bellow 30% health, then it tends to choose to literally go out with a blaze of glory and deal as much damage as possible