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Large Holy Elemental

Large Holy Elementala

Holy Elemental, Large (CR 5)

XP 1,600
N Large Outsider (Holy, Elemental, Extraplanar)
Init +3; Senses Darkvision 60 ft., Perception +16

DEFENSE

AC 19, touch 13; flat-footed 15 (+3 dex, +1 dodge, +6 natural, -1 size)
hp 67 (8d10+16)
mp 18
Fort +8, Ref +9, Will +8
DR 5/-; Defensive Abilities Blend in Light; Immune Holy, elemental traits
Weakness Shadow

OFFENSE

Speed 30 ft.
Melee 2 Slams +9 (1d8+3 plus 1d8 holy damage)
Space 10 ft.; Reach 10 ft.
Special Attacks Dizzy Vision (Fort DC 16), Light Rays
Spells Known (SC CL 8th, Concentration +13)

1st (DC 16) – Blind, Brighten, Dia, Light
2nd (DC 17) – Brighten II, Dia II, Holy Weapon, Light II
3rd (DC 18) – Brighten III, Dia III, Light III, Lightra

STATISTICS

Str 17, Dex 16, Con 14, Int 4, Wis 20, Cha 14
Base Atk +8; CMB +12; CMD 25
Feats Cleave, Combat Casting, Dodge, Elemental Focus(Holy), Iron Will, Power Attack
Skills Acrobatics +12, Escape Artist +12, Knowledge (planes) +5, Perception +16, Spellcraft +5, Stealth +10
Languages Celestial & Enochian

SPECIAL ABILITIES

Blend with Light (Su)

In areas of bright light, holy elementals are invisible. As with greater invisibility, they may attack and still remain invisible. In shadowy illumination, a holy elemental loses this invisibility, though like all creatures in shadows, they have concealment unless the viewer has darkvision.

Daylight Door (Sp)

3/day, a holy elemental can use dimension door, transporting only itself and up to 50 pounds of material. The start and end points of the teleport must be in areas of bright light; if the destination lacks sufficient light, the teleport fails but does not expend the ability for the day.

Dizzy Vision (Su)

When a holy elemental deals holy damage to a creature, that creature must succeed on a Fortitude save or be dazzled for 1 round. The save DC is listed in the elemental’s stat block and is Constitution-based.

Light Rays (Su)

Once every 1d4 rounds, a holy elemental fires 3 beams of holy energy at its foes, up to 30 feet away. Each ray requires a ranged touch attack to hit and deals 2d6 points of holy damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).