Fire-Lord

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The Original D&D Diety:

FIRE LORD's MINOR AVATAR

Elemental Fire, Huge Awakened/Mighty CR 24

XP 1230000

Chaotic Neutral Huge Outsider (Animal) Elemental traits, Extraplanar Subtype, Fire Subtype

Sorcerer level 5 (skill points 10) Sorcerer (Elemental )

Init +12 Initiative Bonus 5; Senses Darkvision 60; Perception +16

DEFENSE

AC 27, Touch 22, flat footed 13 ( No Armour, Shield, none)

(+8 Dex, +5 Natural, -2 size, +1 feats, +5 dodge)

hp 140 (10d10+5d6+60+5);Hit Points 10/die max 50

Fort +12, Ref +16, Will +10 Save Modifier +5 to all saves and abiltity checks

Damage reduction 5/-, Immunity to Critical hits and flanking,

Immunity to Fire, and Water Vulnerability to Cold,

Damage reduction 5/-, Spell Resistance =CR

OFFENSE

Speed 72

Melee

Single Attack Slam +20 (3d8+12) (Weapon +10 to all attack rolls)

Full Attack

2 Slam +20 (2d8+3)(Weapon +10 to all attack rolls)

Space 15ft.; Reach 15

Special Attacks

Burn DC(19) deals an extra 2d8 fire damage with slam,

Burn DC(19) If attacked with natural weapons Reflex SV or burning damage,

Burn DC(19) Reflex save or catch fire for 1d4 rounds if hit

Bloodline Elemental Whenever cast spells that use energy can change the type to your bloodline type

Elemental Ray (Sp) 30ft 1d6 + 1/2 level ranged touch. 3 + CHA bonus/ day

Spell-like Abilities

Spell-like Abilities The DC of any spell is incresed dy 7

Spells Known:

Sorcerer Spells

CL 5 Concentration 8

Level 0 (4) DC 13

Fire Splash(Conjuration)[Creation Acid ] X 6

V,S rng: Close 25ft + 5ft/2 levels CT: Dur: Instantaneous

SV None Area: One missile of acid Book: CRB

Description: Orb deals 1d20+4 acid damage.

STATISTICS

Str 25, Dex 27, Con 18, Int 11, Wis 8, Cha 7

Base Attack 14 CMB 19 CMB Bonus 10; CMD 43 CMD Bonus 15

Feats

Combat Casting: +4 Concentration checks for Defensive casting,

Combat Reflexes: DEX mod additional attacks of opportunity,

Dodge: Add 1 to AC ,

Empower Spell: Numeric effects are increased by one-half,

Eschew Materials: Cast spells without material components,

Improved Initiative: +4 Initiative checks,

Iron Will: +2 on will saves,

Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spells actual level.,

Mobility: +4 AC to attacks of opportunity,

Simple Weapon Proficiency,

Spring Attack: Move before and after melee attack,

Weapon Finesse: Use DEX mod instead of STR mod for melee attack to hit

Skills Acrobatics 17, Appraise 0, Bluff 10, Climb 12, Escape Artist 17, Fly 12,

Intimidate 15, Know Arcana 4, Know the Planes 9, Perception 16, Spellcraft 7, Stealth 5, Use Magic Device 3

Languages Ignan

ECOLOGY

Environment Elemental Plane of Fire Organization Solitary Treasure None

SPECIAL ABILITIES

Other All skill checks are at +10

Elemental Resistance (Sp) Gain Resistance to your energy type of 10

Eschew Materials Gives feat

Burn:A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creatures racial HD + burning creatures Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

Elemental traits:An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water.

An elemental has the following features.

Immunity to bleed, paralysis, poison, sleep effects, and stunning.

Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.

Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.

Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.

Elementals do not breathe, eat, or sleep.

Extraplanar Subtype:This subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have it when on its home plane). Every extraplanar creature in this book has a home plane mentioned in its description. creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the Ethereal Plane, or the Plane of Shadow.

Fire Subtype:A creature with the fire subtype has immunity to fire and vulnerability to cold.

Vulnerability to:A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a -4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions.

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