Inder

This creature appears to be a 20-foot tall column of fire, vaguely humanoid in shape.
 

Inder (CR 23)

Huge Outsider (Elemental, Extraplanar, Fire)
Alignment: Neutral
Initiative: +17
Senses: Darkvision 60 feet; Perception +50
Aura: searing heat (30 feet, DC 37)
  Speed: 60 feet
Space: 15 feet
 

Defense

Armor Class: 34, touch 22, flat-footed 20 (+13 Dex, +1 dodge, +12 natural, -2 size)
Hit Points: 500 (40d10+280)
Saving Throws: Fort +31, Ref +35, Will +22
Damage Reduction: 15/-
Immunity: elemental traits, fire
Spell Resistance: 34
Weaknesses: vulnerability to cold
 

Offense

Melee: 2 slams +51 (4d6+12 plus burn)
Reach: 15 feet
  Special Attacks: Burn (4d6, DC 37), command fire elementals (DC 37)
  Spell-Like Abilities (CL 20th; melee touch +50, ranged touch +51):

Statistics

StrDexConIntWisCha
35 (+12) 37 (+13) 24 (+7) 22 (+6) 24 (+7) 24 (+7)
Base Attack Bonus: +40
CMB +54
CMD 78
  Feats: Blind-Fight, Cleave, Combat Reflexes, Critical Focus, Dodge, Great Cleave, Great Fortitude, Improved Initiative, Improved Vital Strike, Iron Will, Lightning Stance, Lunge, Spring Attack, Vital Strike, Weapon Finesse, Whirlwind Attack, Wind Stance
  Skills: Acrobatics +56, Climb +52, Diplomacy +47, Escape Artist +53, Intimidate +50, Knowledge (arcana) +49, Knowledge (planes) +49, Knowledge (religion) +49, Perception +50, Sense Motive +50, Stealth +48, Survival +47
  Languages: Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
 

Special Abilities

Command Elementals (Su)

As a standard action, an elemental lord can attempt to gain control of any elemental creature of the same element within 100 feet. Elementals receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 the elemental lord's + its Charisma modifier. Elementals that make their save are immune to the command of that elemental lord for one day. Elementals that fail their saves fall under the elemental lord's control, obeying its commands to the best of their ability. An elemental lord does not need to concentrate to maintain control over commanded elementals. Once commanded, an elemental serves until either it dies, the elemental lord dies, the elemental lord dismisses it, or the summoning magic ends (if the elemental was summoned). An elemental lord can command any number of elementals, so long as their total Hit Dice do not exceed twice the elemental lord's Hit Dice. If an elemental creature is under the control of another creature, the elemental lord can attempt an opposed Charisma check to gain control of the elemental.

Searing Heat (Ex)

Any creature that starts its turn within 30 feet of Inder must succeed on a DC 37 Fortitude save or take 2d8 points of fire damage. Anyone striking Inder with a natural weapon or unarmed strike takes 4d6 points of fire damage (DC 37 Reflex save for half). A creature that grapples Inder or is grappled by Inder takes 4d6 points of fire damage each round the grapple persists (DC 37 Reflex save for half). The save DCs are Constitution-based.
 

Ecology

Environment: Any
Organization: solitary or band (Inder plus 2-4 greater fire elementals)
Treasure: triple standard

  Inder rules over fire elementals and makes his home within a massive fiery lake on the Plane of Fire. He is attended by 4 elder fire elementals who serve in his court as advisors. Other fire-based creatures such as efreet, azer, and lesser fire elementals serve him in the court in minor roles. Inder also keeps a large retinue of female fire-based creatures as his harem, having over thirty wives at last count.
  Inder rarely engages in battle, preferring to let his fire elementals fight for him. If forced however, he opens with a fireball, incendiary cloud, and fire storm, before summoning creatures to his aid. When facing a large number of opponents, he often rides a red dragon of largest size into battle.

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