Elemental: An elohim has the traits and immunities common to elementals.
Fear Aura (Su): When in its
fire form (see below), an elohim projects an aura of righteous wrath that is fearsome to behold. Each
creature within 30 feet must succeed on a Will save (DC 10 + 1/2 the elohim's Hit Dice + its Charisma modifier) or cower until the elohim moves out of range, until it stops using its
fire form ability, or until 10 rounds have elapsed. Thereafter, the
creature is shaken for 24 hours.
Fire Form (Ex): At will, an elohim can assume
fire form, changing its body and equipment into a pillar of living, semisolid flame. In this form, the elohim can use its
flame shield ability and swing its
flame sword normally, but any normal, unattended objects it touches immediately catch on fire. Any
creature that touches or is touched by an elohim in
fire form takes 2d6 points of fire
damage; a successful Reflex save (DC 10 + 1/2 the elohim's Hit Dice + its Charisma modifier) halves the
damage. A
creature that grapples with an elohim in this form takes 4d6 points of fire
damage per round of grappling (no
saving throw). In
fire form, the elohim can deal an extra 2d6 points of fire
damage to an opponent with a successful unarmed attack, though it usually prefers to use its
flame sword. An elohim in
fire form can fly at a
speed of 60 feet with perfect maneuverability, and it gains
damage reduction 10/+1 and a +10 circumstance bonus on Escape Artist checks. Assuming
fire form or reverting to human form requires a
full-round action. An elohim that is killed or knocked unconscious while in
fire form instantly reverts to its human form.
Fire Subtype (Ex): Elohim are immune to fire
damage and take 50% more
damage from cold attacks.
Flame Shield (Su): At will as an
attack action, an elohim can summon a shield of semisolid fire that floats near its body. This shield grants the
creature a +2 bonus to
Defense, and any adjacent foe that makes a melee attack against the elohim takes 1d6 points of fire
damage from the shield.
If desired, the elohim can use an
attack action to send the
flame shield hurtling toward a foe up to 100 feet away with no range penalty. On a successful ranged
touch attack, the shield deals 3d6 points of fire
damage to the designated foe; a successful Reflex save (DC 10 + 1/2 the elohim's Hit Dice + the elohim's Charisma modifier) halves the
damage. The elohim loses the shield's other benefits, and the shield itself disappears.
Flame Sword (Su): At will as a free action, an elohim can summon forth a greatsword made of semisolid fire. The elohim must use both hands to wield this
weapon, which deals 2d6 points of
damage and 3d6 points of fire
damage on a successful hit. The sword threatens a
critical hit on a roll of natural 20 and deals double
damage on a confirmed
critical hit. Should the
weapon leave the hands of the elohim, it vanishes in a puff of
smoke.
Telepathy (Su): An elohim can speak telepathically to any other
creature within 100 feet. Its telepathic words are comprehensible to any intelligent
creature, even if the
creature and the elohim share no common language. An elohim cannot read thoughts, so any
creature that receives a telepathic message from an elohim must respond verbally in a language that the latter can understand in order to converse.
Elohim: CR 8; Medium-
size elemental (fire); HD 7d8+21; hp 52; Mas -; Init +1; Spd 30 ft., fly 60 ft. (perfect;
fire form only);
Defense 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) or 17, touch 11, flat-footed 16 (+1 Dex, +4 natural, +2
flame shield); BAB +5; Grap +6; Atk +6 melee (2d6+1 plus 3d6 fire,
flame sword) or +6 ranged touch (3d6 fire,
flame shield); Full Atk +6 melee (2d6+1 and 3d6 fire,
flame sword) or +6 ranged touch (3d6 fire,
flame shield); FS 5 ft. by 5 ft.;
Reach 5 ft.; SQ
damage reduction 10/+1 (
fire form only), darkvision 60 ft.,
elemental,
fear aura (DC 17),
fire form (DC 17),
fire subtype,
flame shield (DC 17),
flame sword,
telepathy; AL elohim or any, evil; SV Fort +5, Ref +6, Will +4; AP 0; Rep +0; Str 12, Dex 13, Con 16, Int 14, Wis 15, Cha 19.
Skills: Bluff +10, Diplomacy +10, Gather Information +10, Intimidate +10, Investigate +8, Read/Write English, Read/ Write Language (any two), Research +8, Search +4, Speak English, Speak Language (any two).
Advancement: By character class.
Elohim Charismatic Hero 4: CR 12; Medium-
size elemental (fire); HD 7d8+21 plus 4d6+12; hp 78; Mas -; Init +1; Spd 30 ft., fly 60 ft. (perfect;
fire form only);
Defense 17, touch 12, flatfooted 16 (+1 Dex, +4 natural, +1 class, +1 equipment) or 19, touch 12, flat-footed 18 (+1 Dex, +4 natural, +1 class, +1 equipment, +2
flame shield); BAB +7; Grap +8; Atk +8 melee (2d6+2 plus 3d6 fire,
flame sword) or +9 ranged (2d6, HK MP5) or +8 ranged touch (3d6 fire,
flame shield); Full Atk +8/+3 melee (2d6+2 plus 3d6 fire,
flame sword) or +9/+4 ranged (2d6, HK MP5) or +8 ranged touch (3d6 fire,
flame shield); FS 5 ft. by 5 ft.;
Reach 5 ft; SQ
damage reduction 10/+1 (
fire form only), darkvision 60 ft.,
elemental traits,
fear aura (DC 20),
fire form (DC 20),
fire subtype,
flame shield (DC 20),
flame sword,
telepathy; AL evil, elohim or any; SV Fort +7, Ref +8, Will +5; AP 2; Rep +5; Str 12, Dex 13, Con 16, Int 14, Wis 15, Cha 20.
Skills: Bluff +18, Diplomacy +18, Gather Information +15, Intimidate +16, Investigate +8, Profession +9, Read/Write (English), Read/Write (Spanish), Research +8, Search +4, Speak (English), Speak (Spanish).
Talents (Charismatic Hero): Coordinate, fast-talk.
Possessions: Light undercover shirt, HK MP5, 60 rounds of 9mm
ammunition (2 magazines), cell phone, PDA, briefcase.