The Demented One
2007-07-27, 03:04 PM
Math Elemental, Small
Small Elemental (Math)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 20 ft. (4 squares), fly 40 ft. (good)
Armor Class: 17 (+1 size, +6 natural), touch 11, flat-footed 17
Base Attack/Grapple: +1/-1
Attack: Slam +4 melee (1d6+2)
Full Attack: Slam +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mathematic critical
Special Qualities: Darkvision 60 ft., elemental traits, immunity to math
Saves: Fort +1, Ref +0, Will +3
Abilities: Str 14, Dex 10, Con 12, Int 6, Wis 11, Cha 8
Skills: Listen +2, Spot +3
Feats: Power Attack
Environment: Sigil Prep
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually True Neutral
Advancement: 3 HD (Small)
Level Adjustment: –
Math Elemental, Medium
Medium Elemental (Math)
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 40 ft. (good)
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d8+3)
Full Attack: Slam +6 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mathematic critical
Special Qualities: Darkvision 60 ft., elemental traits, immunity to math
Saves: Fort +4, Ref +2, Will +4
Abilities: Str 16, Dex 12, Con 16, Int 6, Wis 11, Cha 8
Skills: Listen +3, Spot +4
Feats: Power Attack, Cleave
Environment: Sigil Prep
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually True Neutral
Advancement: 5-7 HD (Medium)
Level Adjustment: –
Math Elemental, Large
Large Elemental (Math)
Hit Dice: 8d8+32 (68 hp)
Initiative: +2
Speed: 40 ft. (80 squares), fly 60 ft. (good)
Armor Class: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Slam +10 melee (2d8+5)
Full Attack: 2 Slams +10 melee (2d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Mathematic critical
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to math
Saves: Fort +6, Ref +4, Will +6
Abilities: Str 20, Dex 14, Con 18, Int 8, Wis 11, Cha 8
Skills: Listen +5, Spot +6
Feats: Power Attack, Cleave, Great Cleave
Environment: Sigil Prep
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually True Neutral
Advancement: 9-15 HD (Large)
Level Adjustment: –
Math Elemental, Huge
Huge Elemental (Math)
Hit Dice: 16d8+80 (153 hp)
Initiative: +4
Speed: 50 ft. (10 squares), fly 80 ft. (average)
Armor Class: 21 (-2 size, +4 Dex, +9 natural), touch 12, flat-footed 17
Base Attack/Grapple: +12/+27
Attack: Slam +17 melee (2d10+7)
Full Attack: 2 Slams +17 melee (2d10+7)
Space/Reach: 15 ft./15 ft.
Special Attacks: Mathematic critical
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to math
Saves: Fort +10, Ref +9, Will +10
Abilities: Str 24, Dex 18, Con 20, Int 8, Wis 11, Cha 8
Skills: Listen +9, Spot +10
Feats: Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Awesome Blow
Environment: Sigil Prep
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually True Neutral
Advancement: 17-20 HD (Huge)
Level Adjustment: –
Math Elemental, Greater
Huge Elemental (Math)
Hit Dice: 21d8+105 (199 hp)
Initiative: +5
Speed: 50 ft. (10 squares), fly 80 ft. (average)
Armor Class: 22 (-2 size, +5 Dex, +9 natural), touch 13, flat-footed 17
Base Attack/Grapple: +15/+31
Attack: Slam +21 melee (2d10+8)
Full Attack: 2 Slams +21 melee (2d10+8)
Space/Reach: 15 ft./15 ft.
Special Attacks: Mathematic critical
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to math
Saves: Fort +14, Ref +12, Will +14
Abilities: Str 26, Dex 20, Con 20, Int 10, Wis 11, Cha 8
Skills: Listen +24, Spot +24
Feats: Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Awesome Blow, Great Fortitude, Iron Will
Environment: Sigil Prep
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually True Neutral
Advancement: 22-23 HD (Huge)
Level Adjustment: –
Math Elemental, Elder
Huge Elemental (Math)
Hit Dice: 24d8+144 (252 hp)
Initiative: +5
Speed: 50 ft. (10 squares), fly 80 ft. (average)
Armor Class: 23 (-2 size, +5 Dex, +10 natural), touch 13, flat-footed 18
Base Attack/Grapple: +18/+35
Attack: Slam +25 melee (2d10+9)
Full Attack: Slam +25 melee (2d10+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Mathematic critical
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to math
Saves: Fort +16, Ref +15, Will +16
Abilities: Str 28, Dex 20, Con 22, Int 12, Wis 11, Cha 8
Skills: Listen +27, Spot +27
Feats: Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Awesome Blow, Great Fortitude, Iron Will, Lightning Reflexes
Environment: Sigil Prep
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually True Neutral
Advancement: 25-48 HD (Huge)
Level Adjustment: –
Sigil Prep (http://www.sigilprep.com/index.htm) is perhaps the strangest place in the multiverse, at great school at the nexus of all worlds were students come from across the planes to learn and excel...or rather, party and get wasted. In such a place, innovations are made in the field of magic every day, mostly by student wizards who’ve had a bit too much to drink. This was how mathemagic was born, a form of magic that draws on the power of elemental math. Since this energy had to have a planar source, and because the fabric of time and space at Sigil Prep is pretty weak, this ended up retroactively creating the Kinda-Sorta-Not-Really Demiplane of Mathematics on the campus of Sigil Prep, where one of the bathrooms used to be. Math Elementals come from that shoddy excuse of a plane, and they tend to be rather disgruntled over the short shrift they get. They can be seen roaming around campus like hooligans, spray-painting differential equations on the walls and beating up the mages that summoned them last week. A Math Elemental appears as a floating cloud of luminous equations, but they are very solid, despite their appearance, as more than one student has found out. A spellcaster who attends Sigil Prep can summon a Small Math Elemental with the summon monster II spell, a Medium Math Elemental with the summon monster IV spell, a Large Math Elemental with the summon monster V spell, a Huge Math Elemental with the summon monster VI spell, a Greater Math Elemental with the summon monster VII spell, or a Elder Math Elemental with the summon monster IX spell.
Mathematic Critical (Ex)
When a Math Elemental rolls a natural 20 on a attack roll, it does not automatically hit, nor does it threaten a critical hit. A Math Elemental threatens a critical hit whenever it rolls a prime number on its attack roll (the prime numbers between 1 and 20 are 2, 3, 5, 7, 9, 11, 13, 17, and 19). It does not automatically hit, even if it rolls a prime number. When a Math Elemental confirms a critical hit, the damage its attack deals is not doubled; instead, it is converted into math damage, rather than bludgeoning damage.
Small Elemental (Math)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 20 ft. (4 squares), fly 40 ft. (good)
Armor Class: 17 (+1 size, +6 natural), touch 11, flat-footed 17
Base Attack/Grapple: +1/-1
Attack: Slam +4 melee (1d6+2)
Full Attack: Slam +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mathematic critical
Special Qualities: Darkvision 60 ft., elemental traits, immunity to math
Saves: Fort +1, Ref +0, Will +3
Abilities: Str 14, Dex 10, Con 12, Int 6, Wis 11, Cha 8
Skills: Listen +2, Spot +3
Feats: Power Attack
Environment: Sigil Prep
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually True Neutral
Advancement: 3 HD (Small)
Level Adjustment: –
Math Elemental, Medium
Medium Elemental (Math)
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 40 ft. (good)
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d8+3)
Full Attack: Slam +6 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mathematic critical
Special Qualities: Darkvision 60 ft., elemental traits, immunity to math
Saves: Fort +4, Ref +2, Will +4
Abilities: Str 16, Dex 12, Con 16, Int 6, Wis 11, Cha 8
Skills: Listen +3, Spot +4
Feats: Power Attack, Cleave
Environment: Sigil Prep
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually True Neutral
Advancement: 5-7 HD (Medium)
Level Adjustment: –
Math Elemental, Large
Large Elemental (Math)
Hit Dice: 8d8+32 (68 hp)
Initiative: +2
Speed: 40 ft. (80 squares), fly 60 ft. (good)
Armor Class: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Slam +10 melee (2d8+5)
Full Attack: 2 Slams +10 melee (2d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Mathematic critical
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to math
Saves: Fort +6, Ref +4, Will +6
Abilities: Str 20, Dex 14, Con 18, Int 8, Wis 11, Cha 8
Skills: Listen +5, Spot +6
Feats: Power Attack, Cleave, Great Cleave
Environment: Sigil Prep
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually True Neutral
Advancement: 9-15 HD (Large)
Level Adjustment: –
Math Elemental, Huge
Huge Elemental (Math)
Hit Dice: 16d8+80 (153 hp)
Initiative: +4
Speed: 50 ft. (10 squares), fly 80 ft. (average)
Armor Class: 21 (-2 size, +4 Dex, +9 natural), touch 12, flat-footed 17
Base Attack/Grapple: +12/+27
Attack: Slam +17 melee (2d10+7)
Full Attack: 2 Slams +17 melee (2d10+7)
Space/Reach: 15 ft./15 ft.
Special Attacks: Mathematic critical
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to math
Saves: Fort +10, Ref +9, Will +10
Abilities: Str 24, Dex 18, Con 20, Int 8, Wis 11, Cha 8
Skills: Listen +9, Spot +10
Feats: Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Awesome Blow
Environment: Sigil Prep
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually True Neutral
Advancement: 17-20 HD (Huge)
Level Adjustment: –
Math Elemental, Greater
Huge Elemental (Math)
Hit Dice: 21d8+105 (199 hp)
Initiative: +5
Speed: 50 ft. (10 squares), fly 80 ft. (average)
Armor Class: 22 (-2 size, +5 Dex, +9 natural), touch 13, flat-footed 17
Base Attack/Grapple: +15/+31
Attack: Slam +21 melee (2d10+8)
Full Attack: 2 Slams +21 melee (2d10+8)
Space/Reach: 15 ft./15 ft.
Special Attacks: Mathematic critical
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to math
Saves: Fort +14, Ref +12, Will +14
Abilities: Str 26, Dex 20, Con 20, Int 10, Wis 11, Cha 8
Skills: Listen +24, Spot +24
Feats: Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Awesome Blow, Great Fortitude, Iron Will
Environment: Sigil Prep
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually True Neutral
Advancement: 22-23 HD (Huge)
Level Adjustment: –
Math Elemental, Elder
Huge Elemental (Math)
Hit Dice: 24d8+144 (252 hp)
Initiative: +5
Speed: 50 ft. (10 squares), fly 80 ft. (average)
Armor Class: 23 (-2 size, +5 Dex, +10 natural), touch 13, flat-footed 18
Base Attack/Grapple: +18/+35
Attack: Slam +25 melee (2d10+9)
Full Attack: Slam +25 melee (2d10+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Mathematic critical
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to math
Saves: Fort +16, Ref +15, Will +16
Abilities: Str 28, Dex 20, Con 22, Int 12, Wis 11, Cha 8
Skills: Listen +27, Spot +27
Feats: Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Awesome Blow, Great Fortitude, Iron Will, Lightning Reflexes
Environment: Sigil Prep
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually True Neutral
Advancement: 25-48 HD (Huge)
Level Adjustment: –
Sigil Prep (http://www.sigilprep.com/index.htm) is perhaps the strangest place in the multiverse, at great school at the nexus of all worlds were students come from across the planes to learn and excel...or rather, party and get wasted. In such a place, innovations are made in the field of magic every day, mostly by student wizards who’ve had a bit too much to drink. This was how mathemagic was born, a form of magic that draws on the power of elemental math. Since this energy had to have a planar source, and because the fabric of time and space at Sigil Prep is pretty weak, this ended up retroactively creating the Kinda-Sorta-Not-Really Demiplane of Mathematics on the campus of Sigil Prep, where one of the bathrooms used to be. Math Elementals come from that shoddy excuse of a plane, and they tend to be rather disgruntled over the short shrift they get. They can be seen roaming around campus like hooligans, spray-painting differential equations on the walls and beating up the mages that summoned them last week. A Math Elemental appears as a floating cloud of luminous equations, but they are very solid, despite their appearance, as more than one student has found out. A spellcaster who attends Sigil Prep can summon a Small Math Elemental with the summon monster II spell, a Medium Math Elemental with the summon monster IV spell, a Large Math Elemental with the summon monster V spell, a Huge Math Elemental with the summon monster VI spell, a Greater Math Elemental with the summon monster VII spell, or a Elder Math Elemental with the summon monster IX spell.
Mathematic Critical (Ex)
When a Math Elemental rolls a natural 20 on a attack roll, it does not automatically hit, nor does it threaten a critical hit. A Math Elemental threatens a critical hit whenever it rolls a prime number on its attack roll (the prime numbers between 1 and 20 are 2, 3, 5, 7, 9, 11, 13, 17, and 19). It does not automatically hit, even if it rolls a prime number. When a Math Elemental confirms a critical hit, the damage its attack deals is not doubled; instead, it is converted into math damage, rather than bludgeoning damage.