SlaadLord
2008-11-27, 12:22 PM
Alalari
Small Elemental (Cold, Earth)
Hit Dice: 3d8 + 6 (19 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 17, touch 14, flat-footed 14 (+3 natural, +3 Dex, +1 size)
Base Attack/Grapple: +2/+0
Attack: Claw +5 melee (1d4+3 plus 1d6 cold) or Ray of Frost +6 ranged touch (1d3 cold)
Full Attack: Claw +5 melee (1d4+3 plus 1d6 cold) or Ray of Frost +6 ranged touch (1d3 cold)
Space/Reach: 5ft./5ft./5ft.
Special Attacks: Stonebreaker Frost, Chilled Earth, Ray of Frost
Special Qualities: Darkvision 60ft., Frosted Transformation, Damage Reduction 5/bludgeoning, Earth Glide, Vulnerability to Fire, Immunity to cold, Elemental traits
Saves: Fort +5, Reflex +4, Will +2
Abilities: Str 15, Dex 17, Con 15, Int 11, Wis 12, Cha 6
Skills: Hide +3*, Spot +7, Listen +7
Feats: Weapon Finesse, Power Attack
Challenge Rating: 3
Alignment: Neutral
The frozen ground before you suddenly cracks...and stands up. It appears to be a halfling-sized humanoid made of frozen earth. Two large, sharp stones project from the end of each arm in the place of hands.
Combat
Stonebreaker Frost (Su): As a standard action, an alalari can cause any stone, dirt, or earth within a fifteen-foot radius to crack and heave and send chunks of earth flying. This renders the area affected into difficult terrain and deals 1d4 points of piercing and bludgeoning damage to all other creatures in the area.
Chilled Earth (Su): An alalari carries the chill of the ground from which it formed with it wherever it goes. Touching an alalari deals 1d6 points of cold damage. This extra damage deals full damage to stone objects.
Ray of Frost (Su): As the spell, at will.
Frosted Transformation (Su): If an alalari is dealt more than 10 points of fire damage (counting vulnerability), it transforms into a medium Earth elemental as a free action.
Earth Glide (Ex): An alalari can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing alalari flings it back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Small Elemental (Cold, Earth)
Hit Dice: 3d8 + 6 (19 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 17, touch 14, flat-footed 14 (+3 natural, +3 Dex, +1 size)
Base Attack/Grapple: +2/+0
Attack: Claw +5 melee (1d4+3 plus 1d6 cold) or Ray of Frost +6 ranged touch (1d3 cold)
Full Attack: Claw +5 melee (1d4+3 plus 1d6 cold) or Ray of Frost +6 ranged touch (1d3 cold)
Space/Reach: 5ft./5ft./5ft.
Special Attacks: Stonebreaker Frost, Chilled Earth, Ray of Frost
Special Qualities: Darkvision 60ft., Frosted Transformation, Damage Reduction 5/bludgeoning, Earth Glide, Vulnerability to Fire, Immunity to cold, Elemental traits
Saves: Fort +5, Reflex +4, Will +2
Abilities: Str 15, Dex 17, Con 15, Int 11, Wis 12, Cha 6
Skills: Hide +3*, Spot +7, Listen +7
Feats: Weapon Finesse, Power Attack
Challenge Rating: 3
Alignment: Neutral
The frozen ground before you suddenly cracks...and stands up. It appears to be a halfling-sized humanoid made of frozen earth. Two large, sharp stones project from the end of each arm in the place of hands.
Combat
Stonebreaker Frost (Su): As a standard action, an alalari can cause any stone, dirt, or earth within a fifteen-foot radius to crack and heave and send chunks of earth flying. This renders the area affected into difficult terrain and deals 1d4 points of piercing and bludgeoning damage to all other creatures in the area.
Chilled Earth (Su): An alalari carries the chill of the ground from which it formed with it wherever it goes. Touching an alalari deals 1d6 points of cold damage. This extra damage deals full damage to stone objects.
Ray of Frost (Su): As the spell, at will.
Frosted Transformation (Su): If an alalari is dealt more than 10 points of fire damage (counting vulnerability), it transforms into a medium Earth elemental as a free action.
Earth Glide (Ex): An alalari can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing alalari flings it back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.