Water.
Earth
Fire.
Air.
Long ago, the Inner Planes lived together in harmony. Then, everything changed when the Fire Elementals attacked.
Only the Omnimental, master of all four elements, could bring peace back to the multiverse. But when the Planes needed him most, he went feral.
Eons passed, and the descendants of the Omnimental are now available as PC races. And although their number of RHD is much too high, I believe omnimentals
can become playable!


During the war between the four Elemental Planes, as in every war, some of the soldiers wanted nothing more than to see peace restored. But how can you negociate when even touching an enemy can extinguish you, vaporize you, crush you or blow you away? Four Huge elementals, one of each element, met in secret. They needed a herald, powerful enough that even the Elder elementals could do nothing but hear them out, and who could travel the four planes without being utterly destroyed by the planar weather. After much deliberations, they finally resolved to sacrifice everything for their cause. In a powerful ritual, they fused their body in one. The first Omnimental was born.
The Omnimental was designed to sustain any elemental environment, using each of its four parts as the outer layer to protect the other three, and to be able to move anywhere, be it water, fire or air. And not earth, because they forgot to give it a freaking burrow speed! That would have been so cool to have exactly 4 movement modes. As it is, it's just an emissary for three elements... Still better than the Tempest having only a Fly speed.
Unfortunately, having four conflicting personalities does not a stable mind make, and the Omnimental started fighting in the war they swore to end. Even today, omnimentals continue fighting things anywhere, but are mostly found in the Elemental Plane of Fire, where their abilities are ironically the least destructive.

Elementals double in number of RHD each time they gain a size category, but WotC quickly saw that going above Huge would make for way too many HD, and went for Elder and Greater elementals instead. The Omnimental is the embodiment of "what if we didn't stop there?".

It is Gargantuan, and expectedly has 32 RHD (which, if you read the first few posts of this thread, you know we will greatly reduce this number).
Its ability scores are close to those of an Elder Earth Elemental, with +2 Str, +2 Dex, a weird +8 Con, and +11 NA to fit its CR (total +24 Str, +0 Dex, +18 Con, +0 Int, Wis and Cha, +26 NA). The natural armor is completely out of line with the other abilities, and is honestly really good.
Its attacks are based on an Elder Fire Elemental's, only with a size increase and an additional 1d8 electricity. It can also throw a part of itself up to 100ft dealing slightly less damage than a slam, but with no iterative, using its lower Dex, and dealing 10 damage to itself (a formality, considering your ginormous HP pool). I mean, it cannot use a bow like the giants can, so its a little more useful, but still not game-changing.
Its speed is a rough average of Air, Fire and Water, with 50ft land, swim and flying (perfect). Always good, but if you're not going to give it a burrow speed, might as well just give it Air's flying speed. It would have been better.
DR 10/-, immunity to fire and vulnerability to cold are expected, and immunity to electricity is welcome.
Sadly, no Elemental Mastery and no whirlwind transformation, but the Omnimental has blindsight 120ft instead. That is... Good. Out of the blue and without explanation, but good.
And finally, Death Birth. When it reaches 0 HP (not necessarily when it dies), its component elementals separate, and it changes into four Huge elementals. This would prevent any resurrection even if being an elemental didn't already make that difficult, since you're not actually dead. That's one of the best Death Throes in the entire game, but there's no real way to abuse it, as even Jade Phoenix Mage's Emerald Immolation doesn't reduce your HP. At least your party might still win a fight even if you die in it, but it's still probably better to disregard it.


All in all, you're quite a bit stronger than an Elder Earth elemental, but the absence of Earth Glide really hurts, even though the flying speed compensates. I think 11 RHD is an okay estimation, mostly because of the natural armor. 32 RHD give it so many feats and BAB that the party's fighter would be jealous if he didn't prestige class out about 8 to 10 levels earlier to get actual class features. All in all, at this level, these 22 additional RHD are probably worth 5 or 6 ECL. I'll go with DLA-15 for now.


After the ogre and the elementals, the Otyughs are the next ones to get revisited in MM3. See you next time for the Lifeleech Otyugh!

Also, first time one of my threads got moderated. Such emotion !