Damage Reduction 20/+1 (Su): A montauk monster ignores the first 20 points of
damage dealt by any nonmagical weapon. In campaigns without magic
weapons, the GM can either disregard the montauk monster's
damage reduction or apply it only to certain types of
weapons (ballistic, bludgeoning, piercing, slashing, or sonic/concussion).
Elemental: Montauk monsters have all the traits common to elementals.
Energy Claw (Ex): In addition to its base
damage, a Montauk monster's claw attack deals 1d6 points of
electricity damage and 1d6 points of fire
damage with a successful hit.
Energy Form (Ex): Montauk monsters are raw energy given sentience. Their bodies and their melee attacks are force effects.
Fast Healing 3: A montauk monster heals 3 points of
damage per round unless it is reduced to -10 or fewer
hit points. This
ability does not enable a montauk monster to regrow or reattach severed body parts.
Fire Subtype (Ex): A montauk monster is immune to fire
damage and takes 50% more
damage from cold attacks.
Fuse (Su): Once every 1d4 rounds, a montauk monster can cause a
creature it has successfully hit with a melee attack to
fuse with nearby matter. At the time of the attack, the target
creature must be within 5 feet of a solid object with a volume at least equal to its own. (In most cases, the ground or a wall is sufficient.) The target must succeed at a Will
saving throw (DC 10 + 1/2 the montauk monster's Hit Dice + its Charisma modifier) or be fused with the object and instantly killed. The object's hardness drops by 2 after the fusion, regardless of the
creature's nature or physical makeup. Such an object continues to function normally, but it is usually cosmetically grotesque, with fleshy fingers or a portion of a face projecting from its surface.
Immunities (Ex): Montauk monsters are immune to fire and
electricity. They are also immune to force effects such as
mage armor, magic missile, and
wall of force. The
creatures and their melee attacks pass through such effects unharmed and unhindered.
Invisibility (Su): A montauk monster is naturally invisible, as though constantly under the effect of the
invisibility spell (caster level 10th). Like a subject of that spell, the monster becomes visible upon attacking, but it can reinstate its
invisibility as a free action once per round.
Montauk Monster: CR 11; Large
elemental (air, fire); HD 9d8+27; hp 67; Mas -; Init +1; Spd 30 ft.;
Defense 14, touch 10, flat-footed 13 (-1
size, +1 Dex, +4 natural); BAB +6; Grap +16; Atk +11 melee (1d8+6 plus 1d6 fire plus 1d6
electricity,
energy claw); Full Atk +11 melee (1d8+6 plus 1d6 fire plus 1d6
electricity, 2
energy claws); FS 10 ft. by 10 ft.;
Reach 10 ft; SQ
damage reduction 20/+1, darkvision 60 ft.,
elemental,
energy claw,
energy form,
fast healing 3,
fire subtype,
fuse (DC 15),
immunities,
invisibility; AL evil; SV Fort +6, Ref +9, Will +3; AP 0; Rep +0; Str 22, Dex 13, Con 16, Int 6, Wis 10, Cha 12.
Skills: Climb +13, Listen +9, Move Silently +8, Spot +9.
Advancement: 10-18 HD (Large); 19-27 (Huge).
Advanced Montauk Monster: CR 14; Huge
elemental (air, fire); HD 19d8+95; hp 180; Mas -; Init +0; Spd 30 ft.;
Defense 15, touch 8, flat-footed 15 (-2
size, +7 natural); BAB +14; Grap +32; Atk +22 melee (2d6+10 plus 1d6 fire plus 1d6
electricity,
energy claw); Full Atk +22 melee (2d6+10 plus 1d6 fire plus 1d6
electricity, 2
energy claws); FS 15 ft. by 15 ft.;
Reach 10 ft; SQ
damage reduction 20/+1, darkvision 60 ft.,
elemental,
energy claw,
energy form,
fast healing 3,
fire subtype,
fuse (DC 24),
immunities,
invisibility; AL evil; SV Fort +11, Ref +13, Will +6; AP 0; Rep +0; Str 30, Dex 11, Con 20, Int 6, Wis 10, Cha 12.
Skills: Climb +22, Listen +14, Move Silently +12, Spot +14.