Gish Makai
First Post
Antimental
Large Elemental (Air, Fire)
HD: 8d8+40 (76 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: Fly 30 ft (good)
AC: 20 (-1 Size, +3 Dex, +8 Natural Armor)
Attacks: Slam +8/+3 (melee)or Ray +8 (ranged touch)
Damage: Slam 2d6+1 and radiation; Ray 3d10 and radiation
Face/Reach: 5 ft x 10 ft/5 ft
Special Attacks: Antimatter Ray, Explosion, Radiation
Special Qualities: Elemental, Fire Subtype, SR 21, Damage Reduction 15/+2
Saves: Fort +7, Ref +9, Will +2
Abilities: Str 12, Dex 17, Con 21, Int 12, Wis 11, Cha 1
Skills: Listen +10, Search +12, Spot +11
Feats: Dodge, Improved Initiative, Weapon Finesse (Slam), Flyby Attack
Climate/Terrain: Plane of Vacuum
Organization: Solitary
CR: 10
Treasure: None
Alignment: Neutral (Always)
Advancement Range: 9-16 HD (Large), 17-24 HD (Huge)
The antimatter elemental or ‘antimental’ is known for its destructive force. It leaves nothing in its wake and is feared by all.
The antimental is a humanoid shaped elemental that is black in color and has pure white eyes. Some people call it a shadow, others a spirit but few know of its real existance. A single antimental can destroy a township in 24 hours.
COMBAT
The antimental can slam its opponent for massive damage or send out a black ray from its hands, though it cannot do both.
Antimatter Ray (Su): The antimental can send forth a pure black ray at a target up to 30 feet away. No matter what the ray itself hits, it produces an explosion and leaves behind an area of radiation.
Explosion (Ex): When the antimental either lands a blow or has its ray hit an object, the matter/antimatter connect and causes an additional 2d6 damage.
Radiation (Ex): The after effects of a ray attack or slam attack is a radiation field of 10 feet. Those within this area suffer an additional 1d6 heat damage per round for half the antimental's HD in rounds.
Fire Subtype (Ex): Antimentals are immune to heat and fire of both normal and magical in nature. It takes double damage from cold except on a successful save.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Large Elemental (Air, Fire)
HD: 8d8+40 (76 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: Fly 30 ft (good)
AC: 20 (-1 Size, +3 Dex, +8 Natural Armor)
Attacks: Slam +8/+3 (melee)or Ray +8 (ranged touch)
Damage: Slam 2d6+1 and radiation; Ray 3d10 and radiation
Face/Reach: 5 ft x 10 ft/5 ft
Special Attacks: Antimatter Ray, Explosion, Radiation
Special Qualities: Elemental, Fire Subtype, SR 21, Damage Reduction 15/+2
Saves: Fort +7, Ref +9, Will +2
Abilities: Str 12, Dex 17, Con 21, Int 12, Wis 11, Cha 1
Skills: Listen +10, Search +12, Spot +11
Feats: Dodge, Improved Initiative, Weapon Finesse (Slam), Flyby Attack
Climate/Terrain: Plane of Vacuum
Organization: Solitary
CR: 10
Treasure: None
Alignment: Neutral (Always)
Advancement Range: 9-16 HD (Large), 17-24 HD (Huge)
The antimatter elemental or ‘antimental’ is known for its destructive force. It leaves nothing in its wake and is feared by all.
The antimental is a humanoid shaped elemental that is black in color and has pure white eyes. Some people call it a shadow, others a spirit but few know of its real existance. A single antimental can destroy a township in 24 hours.
COMBAT
The antimental can slam its opponent for massive damage or send out a black ray from its hands, though it cannot do both.
Antimatter Ray (Su): The antimental can send forth a pure black ray at a target up to 30 feet away. No matter what the ray itself hits, it produces an explosion and leaves behind an area of radiation.
Explosion (Ex): When the antimental either lands a blow or has its ray hit an object, the matter/antimatter connect and causes an additional 2d6 damage.
Radiation (Ex): The after effects of a ray attack or slam attack is a radiation field of 10 feet. Those within this area suffer an additional 1d6 heat damage per round for half the antimental's HD in rounds.
Fire Subtype (Ex): Antimentals are immune to heat and fire of both normal and magical in nature. It takes double damage from cold except on a successful save.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.