Living Holocaust (CR 13)
Small Elemental (Air, Extraplanar, and Fire)
Alignment: Usually chaotic evil
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: Listen +21 and Spot +21
Languages: Abyssal, Auran, and Ignan
AC: 16 (+1 size, +5 Dex), touch 16, flat-footed 11
Hit Dice: 15d8+45 (112 hp); DR: 10/-
Fort +8, Ref +12, Will +10
Speed: Fly 50 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +11; Grapple -
Attack: Fiery windspike +18 melee
Full Attack: Fiery windspike +18//+13/+8 melee
Damage: Fiery windspike 1d6/19-20 plus 1d6 fire
Special Attacks/Actions: Fiery windspike, fiery aura, burn, holocaust winds, whirlflame
Abilities: Str -, Dex 20, Con 17, Int 14, Wis 16, Cha 15
Special Qualities: Elemental traits, fire subtype, gaseous, air mastery, fire subtype, regeneration 5, SR 24
Feats: Combat Reflexes; Improved Critical (fiery windspike); Improved Initiative; Iron Will; Weapon Finesse; Weapon Focus (fiery windspike)
Skills: Diplomacy +4, Hide +17*, Listen +21, Sense Motive +21, and Spot +21
Advancement: 16-20 HD (Small); 21-35 HD (Medium-size); 36-45 HD (Large)
Climate/Terrain: Warm and temperate land or underground (Abyss)
Organization: Solitary or hellstorm (4-7)
Living holocausts always use the wind to their advantage, sending foes sprawling and burning them to ash if possible. They love setting the winds in motion with their holocaust winds ability and then taking whirlflame form to deal further damage to foes. Though protected by their gaseous form, they prefer to escape melee and flee through small spaces when confronted by capable enemies.
Air Mastery (Ex): A living holocaust gains a +4 bonus on its attack and damage rolls if its opponent is airborne.
Burn (Ex): Any creature that is hit by the living holocaust's fiery windspike attack, or that hits the living holocaust with a natural weapon or an unarmed attack, must succeed on a Reflex save (DC 20) or catch on fire. The fire burns for 1d4 rounds (see Catching on Fire).
Elemental Traits (Ex): A living holocaust is immune to poison, sleep, paralysis, and stunning. It is not subject to critical hits or flanking, and it cannot be raised or resurrected. The creature also has darkvision (60-foot range).
Fiery Aura (Ex): Anyone within 30 feet of a living holocaust must succeed on a Fortitude save (DC 18) or take 1d6 points of fire damage from the intense heat. Treat this effect as a burst that continually radiates from the creature.
Fiery Windspike (Ex): Although gaseous, a living holocaust can whirl its form into a spike of superheated air and fire dealing 1d6 points of damage plus 1d6 points of fire damage. A living holocaust can also make a melee touch attack to deal 1d6 points of fire damage.
Fire Subtype (Ex): A living holocaust is immune to fire damage. It takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or a failure.
Gaseous (Ex): The body of a living holocaust is naturally gaseous as though by a gaseous form spell. Despite its gaseous nature, it can speak, cast spells that have only a verbal component, and use its supernatural abilities. A living holocaust can pass through small holes or narrow openings. However, it can't run.
Holocaust Winds (Su): A living holocaust can command the winds in an area at will, filling them with fire. This works like a control winds spell as cast by a 10th-level sorcerer, except that creatures and objects in the area of the holocaust winds effect also take 3d6 points of fire damage each round (Reflex DC 18 half). A living holocaust can use this ability or dismiss its use at will as a standard action, but it can have only one holocaust winds effect in operation at one time.
Regeneration (Ex): A living holocaust takes normal damage from cold, and also from holy weapons and blessed weapons of at least +1 enhancement. Attack forms that don't deal hit point damage ignore regeneration, and a living holocaust does not restore hit points lost from starvation, thirst, or suffocation.
Whirlflame (Su): A living holocaust can transform itself into a whirlwind of flame once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the creature can move through the air or just above a solid or liquid surface at a fly speed of 60 feet (perfect). The whirlflame is 5 feet wide at its base, 10 to 20 feet tall, and 10 to 30 feet wide at the top. The living holocaust controls its dimensions within these parameters.
Creatures caught in the whirlflame take 3d6 points of fire damage each round. In addition, Large or smaller creatures can take damage from the wind and be lifted into the air by its powerful force. A Large or smaller creature caught in the whirlflame's area must succeed on a Reflex save (DC 18) or take 2d6 points of damage due to the force of the winds. In must also make a second Reflex saving throw (DC 18) or be picked up bodily and held suspended in the powerful winds and burning flames. A creature that can fly is allowed a Reflex save (DC 18) each round to escape the whirlflame. The creature still takes damage but can leave the whirlflame if the save is successful.
A living holocaust can eject any carried creature whenever it wishes, depositing it wherever the whirlflame happens to be.
Skills: The heat and light a living holocaust emits cause it to take a -10 penalty on Hide checks. *With the heat and light it involuntarily generates, it's nearly impossible for a living holocaust to hide, but in areas of other flames and fire (such as a burning building) or in any substantial blaze, living holocausts have a +10 racial bonus on Hide checks.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.