Princes of Elemental Evil

Knight Otu

First Post
I finally got to finish (hopefully :eek:) to write up all four Princes of Elemental Evil (nope, no Cryonax yet) using my Planar Ruler template. I hope that they look good in most peoples eyes. If you remember my template, you might note that there are things that seem different from that version. This is because of some changes that I made to the template. Maybe I'll even post them. ;)

Let's start with...

Imix, Prince of Elemental Evil, Lord of Fire
Gargantuan Elemental (Evil, Fire)
Hit Dice:
48d8+480 (864 hp)
Initiative: +26 (+18 Dex, +8 Superior Initiative)
Speed: 50 ft.
AC: 54 (-4 size, +18 Dex, +20 natural, +5 deflection, +5 insight)
Attacks: +4 colossal fiery blast greatsword +53/+48/+43/+38 melee; or slam +51/+46/+41/+36 melee
Damage: +4 colossal fiery blast greatsword 4d8+25 plus 3d6 fire (6d6 on critical) (17-20/*2); slam 4d6+21 and 4d6 fire
Face/Reach: 20 ft. by 20 ft./15 ft.
Special Attacks: Burn, summon fire creatures, spell-like abilities, turn/rebuke elementals, natural extension
Special Qualities: Darkvision 60 ft., damage reduction 45/+7, SR 40, template infusion, elemental, fire subtype, unaging, unique
Saves: Fort +36, Ref +44, Will +30
Abilities: Str 38, Dex 47, Con 30, Int 22, Wis 19, Cha 19
Skills: Concentration +24, Hide +10, Intimidate +18, Knowledge (The planes) +20, Listen +34, Spot +34
Feats: Cleave, Combat Reflexes, Dodge, Improved Critical (Greatsword), Improved Initiative, Martial Weapon Proficiency (Greatsword), Mobility, Power Attack, Spring Attack, Weapon Finesse (Slam), Weapon Focus (Greatsword) (b), Whirlwind Attack (b)
Epic Feats: Epic Weapon Focus (Greatsword) (b), Improved Whirlwind Attack (b), Superior Initiative (b)
CR: 30
Alignment: Neutral evil
As the Fire Prince of Elemental Evil, Imix rules over a vast amount of fire creatures, from fire elementals, salamanders over fire giants to red dragons. He rises to 50 ft. high when standing, an enourmous, humanoid mass of red and white flames with white-hot eyes. He wields a greatsword of seemingly impossible size, burning like he does. He loves battle and destruction, and loves swinging his sword at enemies, sometimes to the point that he ignores his other powers, arrogantly believing that he doesn’t need them. He has a great enmity with Olhydra.
In addition to being the evil Lord of Fire, he also acts as a conduit for the divine power that is the true being behind the Elder Elemental Eye, allowing it to grant access to the Fire domain normally barred to clerics of that being.
Spell-like Abilities: At will - Burning hands, delayed blast fireball, elemental swarm (fire elementals only), fireball, fire seeds, fire shield, fire storm, flame bolt*, incendiary cloud, meteor swarm, produce flame, pyrotechnics, resist elements, wall of fire. These abilities are as the spells cast by a 48th level sorcerer. Save DCs are 14 plus spell level.
* This spell is from Relics and Rituals. Feel free to replace it by a different 1st level Sor/Wiz spell.
Burn (Ex): Those hit by Imix’s slam attack must succeed at a Ref save (DC 44) or catch fire. The flame burns for 2d4 rounds. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting Imix with natural weapons or unarmed attacks take fire damage, and also catch fire unless they succeed at a Ref save. Burning creaturs take the maximum fire damage each turn, normally 6 points of fire damage.
Natural Extension: Imix’s greatsword is practically an extension of himself. He can use it to penetrate damage reduction up to +7, like he could with his slams.
Turn/Rebuke Elemental Creatures (Su): Imix can either turn or destroy any creature with the water subtype, or rebuke or command creatures with the fire subtype as a sixth level cleric turns or rebukes undead. He can use this ability seven times per day.
Summon Fire Creatures (Sp): Four times per day, Imix can automatically summon up to 27 small fire elementals, 27 azers, 27 magmins, 18 flamebrothers, 18 fire mephits, 13 medium fire elementals, 13 hell hounds, seven average salamanders, six large fire elementals, five efreet, three huge fire elementals, three noble salamanders, two greater fire elementals, or two elder fire elementals or any other combination of fire creatures that adds up to a total of 54 HD, as long as no creature summoned has more than 36 HD. Summoned creatures remain for 1 hour.
He could also summon 13 pyres, nine forge wights, five storm kins or three firewrack dragons. These creatures are from the Creature Collection I.
He could also summon 13 shinen-gaki or 13 fire toads. These creatures are from Oriental Adventures.
He could also summon ten Moetechi no Kansen, six Fushiki no Oni, three Chi no Oni (or a single one if it is truly unique) or three Taki-bi no Oni. These creatures are from Creatures of Rokugan.
He could also summon 27 firenewts, 27 giant striders or 13 firenewts mounted on giant striders. These creatures are from Monsters of Faerun.
He could also summon 54 firetongue frogs or 10 harginns. These monsters are from Dragon Magazine # 285.
He could also summon 27 fire snakes, 13 fire drakes, nine phantom stalkers, seven magma oozes, six firefiends, five fire lizards, or two elemental fire dragons. These creatures are from the Tome of Horrors.
He could also summon 27 small pyre elementals, 27 hearth fiends, 13 medium pyre elementals, six large pyre elementals, three huge pyre elementals, two greater pyre elementals, or two elder pyre elementals. These creatures are from Denizens of Darkness.
Imix may also summon creatures that have a template applied that he could apply with his template infusion ability. However, he may not summon a creature that became a fire creature solely by the templates. Any CR increases are treated as HD increases for the purpose of the number of creatures summonable.
Template Infusion (Su): Imix may apply any template that is linked to evil, fire or fire elementals to any creature that could qualify for it, requiring a day (8 hours of work) for each +1 increase in the creature’s CR. He may not apply such a template if that would increase the creature’s CR by more than 3, nor may he apply multiple templates if that would increase the creature’s CR by more than 3.
Planar Ruler Abilities: As a planar ruler, Imix has several abilities not normally possessed by other creatures. Aside from those abilities already mentioned above, these are: Maximum hit points for its Hit Dice, all good saves and 5 bonus feats (Whirlwind attack, Improved Whirlwind Attack, Superior Initiative, Weapon Focus (Greatsword) and Epic Weapon Focus (Greatsword).

Planar Ruler Abilities: Maximized Hit Points, Outsider Saves (Fort, Will) (2 abilities), Template Infusion +3 (4 abilities), Domain Access (Fire) (11 abilities), bonus feat (Whirlwind Attack, Improved Whirlwind Attack, Superior Initiative, Weapon Focus (Greatsword), Epic Weapon Focus(greatsword)) (5 abilities), Summon Fire Creatures, Natural Extension (Greatsword), Increased DR (by 20/+2) (2 abilities), Increased Summoning HD +6 (2 abilities), Extra Summoning *3, Increase Int by 8 (4 abilities), Increase Dex by 10 (5 abilities), +8 natural armor bonus (2 abilities), Extend Burn, Maximize Burn, Templated Summoning, Extra Spell-like Abilities*2
 

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Knight Otu

First Post
Ogrèmoch, Prince of Elemental Evil, Lord of Earth
Gargantuan Elemental (Earth, Evil)
Hit Dice:
48d8+672 (1056 hp)
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: 20 ft.
AC: 62 (-4 size, -1 Dex, +47 natural, +5 deflection, +5 insight)
Attacks: Slams +59/+54/+49/+44 melee
Damage: Slam 4d6+36
Face/Reach: 20 ft. by 20 ft./15 ft.
Special Attacks: Earth mastery, push, summon earth creatures, spell-like abilities, turn/rebuke elementals
Special Qualities: Darkvision 60 ft., damage reduction 45/+7, SR 40, template infusion, elemental, unaging, unique, fire resistance 30, acid resistance 20, cold resistance 5, electricity resistance 5
Saves: Fort +40, Ref +25, Will +30
Abilities: Str 59, Dex 8, Con 39, Int 22, Wis 19, Cha 19
Skills: Concentration +28, Intimidate +18, Knowledge (The planes) +20, Listen +34, Spot +34
Feats: Cleave, Great Cleave, Impropved Critical (slam), Improved Initiative, Power Attack, Sunder, Weapon Focus (slam)
Epic Feats: Devastating Critical (slam), Epic Weapon Focus (slam), Overwhelming Critical (slam)
CR: 30
Alignment: Neutral evil
Ogrèmoch, ruling over earth elementals, Xorns and similar earth-based creatures as the Evil Lord of Earth, looks like an bipedal humanoid statue standing about 45 feet tall, unfinished especially at the hands and feet. His eyes are deep, inset, and dark and his mouth is the same. He has no apparent nose or ears. Ogrèmoch makes his lair in a great flat-topped mountain on the Plane of Earth. He mostly smashes his opposition with his mighty fists, which can kill even powerful enemies in one strike. Rarely does he have to utilize his other abilities.
In addition to being the evil Lord of Earth, he also acts as a conduit for the divine power that is the true being behind the Elder Elemental Eye, allowing it to grant access to the Earth domain normally barred to clerics of that being.
Earth Mastery (Ex): Ogrèmoch gains a +1 attack and damage bonus if both he and his foe touch the ground. If an opponent is airborne or waterborne, he suffers a -4 penalty to attack and damage.
Push (Ex): Ogrèmoch can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to Ogremoch’s opposed Strength Checks.
Spell-like Abilities: At will - detect snares and pits, earthquake, elemental swarm (earth elementals only), flesh to stone, iron body, magic stone, meld into stone, move earth, soften earth and stone, spike stones, stone shape, stoneskin, stone tell, wall of stone. These abilities are as the spells cast by a 48th level sorcerer. Save DCs are 14 plus spell level.
Summon Earth Creatures (Sp): Four times per day, Ogrèmoch can automatically summon up to 27 small earth elementals, 18 earth mephits, 18 minor xorns, 13 medium earth elementals, 13 gargoyles, seven average xorns, six large earth elementals, three huge earth elementals, three elder xorns, two greater earth elementals, or two elder earth elementals or any other combination of earth creatures that adds up to a total of 54 HD, as long as no creature summoned has more than 36 HD. Summoned creatures remain for 1 hour.
He could also summon up to six dao. These earth genies are from the Manual of the Planes.
He could also summon up to nine crysmals. These elemental creatures are from the Psionic’s Handbook.
He could also summon up to seven toichi no kansen or three jimen no oni. These creatures are from Creatures of Rokugan.
He could also summon nine shard spiders. These creatures are from Creature Collection II.
He could also summon ten chaggrins, six tralusks or four rukarazylls. These creatures are from Dragon # 285.
He could also summon 27 mudmen, 13 four-armed gargoyles, 13 green guardian gargoyles, 13 sandlings, 13 sandmen, nine margoyles, none khargras, four salt drakes or two elemental earth dragons. These creatures are from the Tome of Horrors.
He could also summon 27 small grave elementals, 13 medium grave elementals, six large grave elementals, three huge grave elementals, two greater grave elementals, or two elder grave elementals. These creatures are from Denizens of Darkness.
Ogrèmoch may also summon creatures that have a template applied that he could apply with his template infusion ability. However, he may not summon a creature that became a earth creature solely by the templates. Any CR increases are treated as HD increases for the purpose of the number of creatures summonable.
Turn/Rebuke Elemental Creatures (Su): Ogrèmoch can either turn or destroy any creature with the air subtype, or rebuke or command creatures with the earth subtype as a sixth level cleric turns or rebukes undead. He can use this ability seven times per day.
Template Infusion (Su): Ogrèmoch may apply any template that is linked to evil, earth or earth elementals to any creature that could qualify for it, requiring a day (8 hours of work) for each +1 increase in the creature’s CR. He may not apply such a template if that would increase the creature’s CR by more than 3, nor may he apply multiple templates if that would increase the creature’s CR by more than 3.
Planar Ruler Abilities: As a planar ruler, Ogrèmoch has several abilities not normally possessed by other creatures. Aside from those abilities already mentioned above, these are: Maximum hit points for its Hit Dice and all good saves.

Planar Ruler Abilities: Maximized Hit Points, Outsider Saves (Ref, Will) (2 abilities), Template Infusion +3 (4 abilities), Domain Access (Earth) (11 abilities), Summon Earth Creatures, Increased DR (by 20/+2) (2 abilities), Increased Summoning HD +6 (2 abilities), Extra Summoning *3, Increase Int by 8 (4 abilities), Increase Str by 6 (3 abilities), Increase Con by 6 (3 abilities), +24 natural armor bonus (6 abilities), Templated Summoning, Extra Spell-like Abilities*2, Fire Resistance 30, Acid Resistance 20, Cold and Electricity 5 (3 abilities)
 

Knight Otu

First Post
Olhydra, Princess of Elemental Evil, Lady of Water
Gargantuan Elemental (Evil, Water)
Hit Dice:
48d8+528 (912 hp)
Initiative: +18 (+10 Dex, +8 Superior Initiative)
Speed: 20 ft., swim 90 ft.
AC: 51 (-4 size, +10 Dex, +25 natural, +5 deflection, +5 insight)
Attacks: Slams +54/+49/+44/+39 melee
Damage: Slam 4d6+28
Face/Reach: 20 ft. by 20 ft./15 ft.
Special Attacks: Water mastery, drench, vortex, summon water creatures, spell-like abilities, turn/rebuke elementals
Special Qualities: Darkvision 60 ft., damage reduction 45/+7, SR 40, template infusion, elemental, unaging, unique, fire immunity, cold resistance 20
Saves: Fort +37, Ref +36, Will +30
Abilities: Str 48, Dex 30, Con 33, Int 22, Wis 19, Cha 19
Skills: Concentration +25, Intimidate +18, Knowledge (The planes) +20, Listen +34, Spot +34
Feats: Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Power Attack, Sunder, Weapon Focus (slam)
Epic Feats: Devastating Critical (slam), Epic Weapon Focus (slam), Overwhelming Critical (slam) (b), Superior Initiative (b)
CR: 30
Alignment: Neutral evil
Olhydra appears as a 50-foot tall mass of churning water, with a vaguely humanoid shape, although she has no discernable features (eyes, nose, etc.). Being the Water Princess of Elemental Evil, she rules over hordes of water elementals, evil aquatic humanoids, such as sahuagins, elemental outsiders like mephits, and terrible beats like krakens. She dwells in a great undersea castle on the Elemental Plane of Water. She is a great enemy of Imix. In sea battles, Olhydra can capsize most ships existing on a plane, and her powerful vortex can take out most combatants in the water. She rarely uses her other powers, prefering to slam her enemies.
In addition to being the evil Princess of Water, she also acts as a conduit for the divine power that is the true being behind the Elder Elemental Eye, allowing it to grant access to the Water domain normally barred to clerics of that being.
Water Matery (Ex): Olhydra gains a +1 attack and damage bonus if both she and her opponent touch water. If the opponent or Olhydra is landbound, she suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.)
Olhydra can be a serious threat to a ship tat crosses her path. She can easily overturn craft of a length up to 240 feet and stop vessels of up to 480 feet. Ships up to 960 feet can be slowed to half speed.
Spell-like Abilities: At will - acid fog, animate water*, cone of cold, control water, create spring*, elemental swarm (water elementals only), fog cloud, horrid wilting, ice storm, master of the rolling river*, Melf’s acid arrows, obscuring mist, Otiluke’s freezing sphere, solid fog, water breathing. These abilities are as the spells cast by a 48th level sorcerer. Save DCs are 14 plus spell level.
* These spells are from Oriental Adventures. Animate water is a 2nd level spell of the shamanic River domain, Create Spring is a 2nd level Shaman spell, and Master of the Rolling River is a 6nd level spell of the shamanic River domain. Feel free to replace it by up to 40 spell levels from one class spell list, or 20 spell levels from two distinct spell lists.
Drench (Ex): Olhydra’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. She can dispel magical fire she touches as dispel magic cast by a sorcerer of 48th level.
Vortex (Su): Olhydra can transform herself into a whirlpool once every 10 minutes, provided she is underwater, and remain in that form for up to 72 rounds. In vortex form, she can move through the water or along the bottom at her swim speed.
The vortex is 10 feet wide at the base, up to 60 feet wide at the top, and up to 120 feet high. Olhydra controls the exact height, but it must be at least 10 feet.
Creatures of Huge size or smaller might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save (DC 51) when it comes into contact with the vortex or take 16 points of damage. It must also succeed at a second Reflex save or picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful.
Olhydra can eject any carried creatures whenever she wishes, depositing them wherever the vortex happens to be.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on Olhydra and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 51) to cast a spell.
Turn/Rebuke Elemental Creatures (Su): Olhydra can either turn or destroy any creature with the fire subtype, or rebuke or command creatures with the water subtype as a sixth level cleric turns or rebukes undead. She can use this ability seven times per day.
Summon Water Creatures (Sp): Four times per day, Olhydra can automatically summon up to 27 small water elementals, 18 water mephits, 18 juveline tojanidas, 13 medium water elementals, seven adult tojanidas, six large water elementals, three huge water elementals, three elder tojanidas, two greater water elementals, or two elder water elementals or any other combination of water creatures that adds up to a total of 54 HD, as long as no creature summoned has more than 36 HD. Summoned creatures remain for 1 hour.
She could also summon up to four marids. These water genies are from the Manual of the Planes.
She could also summon up to13 oyuchi no kansen or four mizu no oni. These creatures are from Creatures of Rokugan.
She could also summon up to five seawrack dragons. These creatures are from Creature Collection.
She could also summon 27 small blood elementals, 13 medium blood elementals, six large blood elementals, three huge blood elementals, two greater blood elementals, or two elder blood elementals. These creatures are from Denizens of Darkness.
She could also summon ten vardiggs or nine orlythys’. These creatures are from Dragon # 285.
She could also summon 13 nereids, seven hydrodaemons, six piscodaemons or two elemental water dragons. These creatures are from theTome of Horrors.
Olhydra may also summon creatures that have a template applied that she could apply with her template infusion ability. However, she may not summon a creature that became a water creature solely by the templates. Any CR increases are treated as HD increases for the purpose of the number of creatures summonable.
Template Infusion (Su): Olhydra may apply any template that is linked to evil, water or water elementals to any creature that could qualify for it, requiring a day (8 hours of work) for each +1 increase in the creature’s CR. She may not apply such a template if that would increase the creature’s CR by more than 3, nor may she apply multiple templates if that would increase the creature’s CR by more than 3.
Planar Ruler Abilities: As a planar ruler, Olhydra has several abilities not normally possessed by other creatures. Aside from those abilities already mentioned above, these are: Maximum hit points for its Hit Dice, all good saves and 3 bonus feats (Devastating Critical (slam), Overwhelming Critical (slam) and Superior Initiative).

Planar Ruler Abilities: Maximized Hit Points, Outsider Saves (Ref, Will) (2 abilities), Template Infusion +3 (4 abilities), Domain Access (Water) (11 abilities), Summon Water Creatures, Increased DR (by 20/+2) (2 abilities), Increased Summoning HD +6 (2 abilities), Extra Summoning *3, Increase Int by 8 (4 abilities), Increase Str by 4 (2 abilities), Templated Summoning, Extra Spell-like Abilities*2, cold resistance 20 (1 ability), Maximize Vortex, Enlarge Vortex (height) *2, Enlarge Vortex (width) *2, Improved Natural Armor +8 (2 abilities), Extend Vortex *2, Bonus Feats (Superior Initiative, Overwhelming Critical (slam), Devastating Critical (slam)) (3 abilities)
 

Knight Otu

First Post
Yan-C-Bin, Prince of Elemental Evil, Lord of Air
Gargantuan Elemental (Air, Evil)
Hit Dice:
48d8+480 (864 hp)
Initiative: +28 (+20 Dex, +8 Superior Initiative)
Speed: fly 100 ft. (perfect)
AC: (-4 size, +Dex, +natural, +5 deflection, +5 insight)
Attacks: Slams +55/+50/+45/+40 melee
Damage: Slam 4d6+21
Face/Reach: 20 ft. by 20 ft./15 ft.
Special Attacks: Air mastery, whirlwind, summon air creatures, spell-like abilities, turn/rebuke elementals
Special Qualities: Darkvision 60 ft., damage reduction 45/+7, SR 40, template infusion, elemental, unaging, unique, electricity resistance 60
Saves: Fort +36, Ref +46, Will +30
Abilities: Str 38, Dex 51, Con 30, Int 22, Wis 19, Cha 19
Skills: Concentration +24, Intimidate +18, Knowledge (The planes) +20, Listen +34, Spot +34
Feats: Cleave, Dodge, Flyby Attack, Improved Initiative, Mobility, Power Attack, Weapon Finesse (slam), Weapon Focus (slam)
Epic Feats: Superior Initiative, Epic Weapon Focus (slam)
CR: 30
Alignment: Neutral evil
Yan-C-Bin appears as a 55-foot tall air elemental, often seen in his destructive whirlwind form. Being the Prince of Evil Air, he rules of air elementals, arrowhawks and many winged or flying beasts. Reputedly, some vrocks are serving him. He makes his home in a large airy palace on the Plane of Air.
In addition to being the evil Lord of Air, he also acts as a conduit for the divine power that is the true being behind the Elder Elemental Eye, allowing it to grant access to the Air domain normally barred to clerics of that being.
Air Matery (Ex): Airborne creatures suffer a -1 penalty to attack and damage rolls against Yan-C-Bin.
Spell-like Abilities: At will - Air Walk, Chain Lightning, Control Weather, Control Winds, Elemental Swarm (air elementals only), Feather Fall, Fly, Fog Cloud, Gaseous Form, Lightning Bolt, Obscuring Mist, Stinking Could, Storm of Vengeance, Whirlwind, Wind Wall; 1/day - Pacify Storm*. These abilities are as the spells cast by a 48th level sorcerer. Save DCs are 14 plus spell level. (+4)
* This spell is from Seas of Blood. Feel free to replace it by any other 4th-level cleric spell, or a 2nd-level cleric spell usable once per our, or a 1st level spell usable at will.
Vortex (Su): Yan-C-Bin can transform himself into a whirlwind once every 10 minutes and remain in that form for up to 72 rounds. In this form, he can move through the air or along a surface at his fly speed.
The whirlwind is 10 feet wide at the base, up to 60 feet wide at the top, and up to 120 feet high. Yan-C-Bin controls the exact height, but it must be at least 10 feet.
Creatures of Huge size or smaller might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save (DC 48) when it comes into contact with the whirlwind or take 16 points of damage. It must also succeed at a second Reflex save or picked up bodily and held suspended in the powerful winds, automatically taking damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage, but can leave if the save is successful.
Yan-C-Bin can eject any carried creatures whenever he wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on Yan-C-Bin and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 48) to cast a spell.
Turn/Rebuke Elemental Creatures (Su): Yan-C-Bin can either turn or destroy any creature with the earth subtype, or rebuke or command creatures with the air subtype as a sixth level cleric turns or rebukes undead. He can use this ability seven times per day.
Summon Air Creatures (Sp): Four times per day, Yan-C-Bin can automatically summon up to 27 small air elementals, 18 air mephits, 18 juveline arrowhawks, 13 medium air elementals, seven adult arrowhawks, seven belkers, six large air elementals, six invisible stalkers, six will-o’-wisps, three huge air elementals, three elder arrowhawks, two greater air elementals, or two elder air elementals or any other combination of water creatures that adds up to a total of 54 HD, as long as no creature summoned has more than 36 HD. Summoned creatures remain for 1 hour.
He could also summon up to 13 yosuchi no kansen or five kaze no oni. These creatures are from Creatures of Rokugan.
He could also summon up to 27 thunder kites, 13 bane clouds, 1 windriders, five cloudstings. These creatures are from Creature Collection II.
He could also summon 27 small mist elementals, 13 medium mist elementals, six large mist elementals, three huge mist elementals, two greater mist elementals, or two elder mist elementals. These creatures are from Denizens of Darkness.
He could also summon ten ildriss’ or six breathdrinkers. These creatures are from Dragon # 285.
He could also summon nine wind walkers, six mihstu, three aerial servants or two elemental air dragons. These creatures are from the Tome of Horrors.
Yan-C-Bin may also summon creatures that have a template applied that he could apply with his template infusion ability. However, he may not summon a creature that became a water creature solely by the templates. Any CR increases are treated as HD increases for the purpose of the number of creatures summonable.
Template Infusion (Su): Yan-C-Bin may apply any template that is linked to evil, air or air elementals to any creature that could qualify for it, requiring a day (8 hours of work) for each +1 increase in the creature’s CR. He may not apply such a template if that would increase the creature’s CR by more than 3, nor may he apply multiple templates if that would increase the creature’s CR by more than 3.
Planar Ruler Abilities: As a planar ruler, Yan-C-Bin has several abilities not normally possessed by other creatures. Aside from those abilities already mentioned above, these are: Maximum hit points for its Hit Dice, all good saves and

Planar Ruler Abilities: Maximized Hit Points, Outsider Saves (Fort, Will) (2 abilities), Template Infusion +3 (4 abilities), Domain Access (Air) (11 abilities), Summon Air Creatures, Increased DR (by 20/+2) (2 abilities), Increased Summoning HD +6 (2 abilities), Extra Summoning *3, Increase Int by 8 (4 abilities), Templated Summoning, Extra Spell-like Abilities*2, Maximize Whirlwind, Enlarge Whirlwind (height) *2, Enlarge Whirlwind (width) *2, Extend Whirlwind *2, Increase Dex by 10 (5 abilities), Electricity resistance 60 (3 abilities)
 







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