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<blockquote data-quote="Gish Makai" data-source="post: 110788" data-attributes="member: 241"><p>Antimental</p><p>Large Elemental (Air, Fire)</p><p></p><p>HD: 8d8+40 (76 hp) </p><p>Initiative: +7 (+3 Dex, +4 Improved Initiative)</p><p>Speed: Fly 30 ft (good)</p><p>AC: 20 (-1 Size, +3 Dex, +8 Natural Armor)</p><p>Attacks: Slam +8/+3 (melee)or Ray +8 (ranged touch)</p><p>Damage: Slam 2d6+1 and radiation; Ray 3d10 and radiation</p><p>Face/Reach: 5 ft x 10 ft/5 ft</p><p>Special Attacks: Antimatter Ray, Explosion, Radiation</p><p>Special Qualities: Elemental, Fire Subtype, SR 21, Damage Reduction 15/+2</p><p>Saves: Fort +7, Ref +9, Will +2</p><p>Abilities: Str 12, Dex 17, Con 21, Int 12, Wis 11, Cha 1</p><p>Skills: Listen +10, Search +12, Spot +11</p><p>Feats: Dodge, Improved Initiative, Weapon Finesse (Slam), Flyby Attack</p><p></p><p>Climate/Terrain: Plane of Vacuum</p><p>Organization: Solitary</p><p>CR: 10</p><p>Treasure: None</p><p>Alignment: Neutral (Always)</p><p>Advancement Range: 9-16 HD (Large), 17-24 HD (Huge)</p><p></p><p>The antimatter elemental or ‘antimental’ is known for its destructive force. It leaves nothing in its wake and is feared by all.</p><p></p><p>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.</p><p></p><p>COMBAT</p><p>The antimental can slam its opponent for massive damage or send out a black ray from its hands, though it cannot do both.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.</p></blockquote><p></p>
[QUOTE="Gish Makai, post: 110788, member: 241"] 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. [/QUOTE]
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