Infernal by Ben
Huge Outsider (Chaotic)
Hit Dice: 18d8+116 (188 hp)
Initiative: +0
Speed: 30 ft.
AC: 26 (-2 size, +18 natural)
Attacks: 2 slams +22 melee
Damage: Slam 3d6+10 and 2d6 fire
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Flame
Special Qualities: Immolation
Saves: Fort +17, Ref +9, Will +10
Abilities: Str 30, Dex 10, Con 22, Int 4, Wis 12, Cha 4
Skills: Intimidate +53, Intuit Direction +29, Spot +29
Feats: Great Cleave,Great Fortitude,Improved Critical,Power Attack,Whirlwind Attack

Environment: Any land
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always chaotic neutral
Advancement: 15-28 HD (Huge); 29-42 HD (Gargantuan)

A huge, green, flaming giant of rock, an Infernal strikes terror into the hearts of all who see it!

An Infernal appears to be a golem, but it isn't! It is actually a very powerful outsider. An Infernal can only be summoned by a very skilled wizard.

An Infernal wades into combat with no hesitation. It uses its slams to devastating effect against any who dare oppose it.

Flame (Ex): An Infernals flame gives it the ability to deal 2d6 extra damage when attacking
Immolation (Ex): The flame surrounding the Infernal deals 2d6 damage to any enemy within 5 ft per round

Inferno: Lvl 9 wizard spell This spell calls an Infernal down from the sky as a flaming comet that does 2d8 points of damage (if indoors, the infernal appears in a burst of flame that deals the same amount of damage). The Infernal stays for 1d3 rounds per every two caster levels (maximum 6d3) Spell components: an emerald worth at least 10,000 GP

This creature has not yet been play tested.
This is not a kender type creature.


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