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    Quasi-Elemental, Obsidian (Medium)

    This creature is a powerfully built, roughly humanoid-shaped monolith of black stone. Its hands end in wicked, serrated and jagged claws. No facial features can be discerned.

    Medium Obsidian Quasi-Elemental CR 2

    XP 600
    N Medium outsider (earth, elemental, extraplanar)
    Init -1; Senses darkvision 60 ft.; Perception +6

    DEFENSE

    AC 17, touch 9, flat-footed 17 (-1 Dex, +8 natural)
    hp 22 (3d10+6)
    Fort +3, Ref +2, Will +3
    Immune elemental traits; Resist cold 10, fire 10

    OFFENSE

    Speed 20 ft.
    Melee claw +7 (1d6+6)
    Special Attacks death throes, molten glass (1d6 fire, DC 13)

    STATISTICS

    Str 18, Dex 8, Con 15, Int 4, Wis 11, Cha 11
    Base Atk +3; CMB +7; CMD 16
    Feats Cleave, Improved Natural AttackB, Power Attack
    Skills Knowledge (planes) +3, Perception +6, Stealth +5
    Languages Terran

    SPECIAL ABILITIES

    Death Throes (Ex)

    When reduced to 0 or less hit points, an obsidian quasi-elemental explodes in a cloud of razor-sharp bits of obsidian. All creatures within a 10-ft radius take 3d6 damage. A DC 13 Reflex save reduces it to half. The save DC is Constitution-based.

    Molten Glass (Ex)

    A successful hit against an obsidian quasi-elemental with a piercing or slashing weapon (or piercing or slashing natural attack) that deals damage equal to its current HD opens a wound that spurts molten glass. The wound bleeds for 1d4 rounds and any creature within 5 feet must make a DC 13 Reflex save or take 1d6 fire damage from the splash. A new save must be made each round the wound bleeds and a creature is within the area. The save DC is Constitution-based.

    Source
    Tome of Horrors Complete
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