Monolith, Smoke (CR 17)
AC: 31 (-4 size, +11 Dex, +14 natural) touch 17, flat-footed 20; Dodge, Mobility
Hit Dice: 35d8+216 (378 hp); DR: 15/-
Fort +18, Ref +31, Will +17
Speed: Fly 90 ft. (good)
Space: 20 ft./20 ft.
Base Attack +27; Grapple +50
Attack: 2 claws +34 melee
Damage: 2 claws 3d6+11/19-20
Special Attacks/Actions: smoke claws
Abilities: Str 32, Dex 33, Con 22, Int 12, Wis 15, Cha 17
Special Qualities: elemental traits (Immune critical hits, fire, flanking, paralysis, petrification, poison, sleep effects, sneak attacks, stunning), vulnerability to cold
Feats: Alertness, Blind-fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Great Cleave, Improved Critical (claw), Improved Initiative, Improved Natural Attack (claw), Iron Will, Mobility, Power Attack, Spring Attack
Skills: Balance +13, Diplomacy +5, Intimidate +16, Jump +37, Listen +43, Sense Motive +15, Spot +43, and Tumble +24
Advancement: 37-54 HD (Gargantuan)
Climate/Terrain: Elemental Plane of Air and Elemental Plane of Fire
Smoke Claws (Ex): A smoke paraelemental can engulf opponents by moving on top of them. It fills the air around one opponent smaller than itself without provoking an attack of opportunity. The target must succeed on a DC 34 Fortitude save or inhale part of the creature. The save DC is Constitution-based. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 6d6 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace.
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.