Thomil

A thomil, or rock spirit, is a kind of earth elemental local to the colder parts of Rashemen. Thomils are created or summoned to guard Rashemen against its enemies.

A thomil is an animate piece of rock with a humanoid form from the waist up but merging into the rock and earth beneath it. It normally rests under the earth, only becoming active on the surface when it senses a threat.

Thomils are respected and feared by the Rashemi people, for while they repel invaders, they also strike out at greedy or short-sighted natives who forget to pay homage to the spirits. Normally, before starting a mining operation or other action that involves disturbing a large amount of rock, the local people call a hathran to appease the thomils in the area.

Creating a Thomil

"Thomil" is a template that can be applied to any elemental creature with the earth subtype (referred to hereafter as the "base creature"). Most thomils use an earth elemental as the base creature, but in the deep places under Rashemen's mountains where the magma warms the earth, some thomils may be based on other elemental creatures such as thoqquas. A thomil uses all of the base creature's statistics and special abilities except as noted here.

AC: Natural armor increases by +2.

Special Attacks: A thomil retains all the special attacks of the base creature, and also gains the following special attack.

Engulf (Ex): As a standard action, a thomil of size Small or larger may attempt to envelop an opponent at least one size category smaller than itself. It cannot make a slam attack on the round it engulfs prey. The thomil merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the thomil, but if they do, they are not entitled to a saving throw. Those who do not attempt opportunity attacks must succeed at a Reflex save (DC 10 + 1/2 thomil's Hit Dice + thomil's Constitution modifier) or be engulfed; on a success they are pushed back or aside (opponents' choice) as the thomil moves forward. Engulfed creatures are considered grappled and trapped within the thomil's body and automatically take crushing damage each round, based on the thomil's size, as set out below. The thomil adds its Strength modifier to the damage dealt.

Thomil SizeEngulfing Damage
Small1d4
Medium-size1d6
Large1d8
Huge2d6
Gargantuan2d8
Colossal4d6

An engulfed creature can attempt to cut its way out of the thomil's body with either claws or a light slashing or piercing weapon. Dealing at least one-quarter of the elemental's normal hit points (AC equal to its flat-footed AC) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, the thomil's body reshapes to close the hole; thus, another swallowed opponent must cut its own way out. The engulfed creature can instead attempt an Escape Artist check (DC 15 + 1/2 thomil's Hit Dice + thomil's Constitution modifier) or Strength check (DC 20 + thomil's Strength modifier). The thomil's body can hold two creatures one size category smaller than itself, or four of two or more size categories smaller.

The thomil can move and attack normally while enveloping a creature.

Special Qualities: A thomil retains all the base creature's special qualities, and also gains those special qualities listed below.

Boulder Defense (Ex): A thomil can change its shape to a smooth, immobile, boulder-like form. In this form, the thomil's damage reduction increases to 15/- and its spell resistance increases by 5, but it cannot move or make attacks. Assuming this form takes a standard action, while returning to its semihumanoid form is a free action.

Damage Reduction (Ex): A thomil's rocky body grants it DR 10/+1. If the base creature already has damage reduction, use the better value.

Cold Resistance (Ex): A thomil has cold resistance 5.

Native Elemental: Thomils are native to the Material Plane. Spells that banish outsiders or elementals to their home plane do not work on them. Spells that send outsiders or elementals to another plane (rather than to their home plane) work normally. Thomils can be raised or resurrected, although their remains quickly vanish if killed, making it difficult to use these spells to restore them to life.

Spell Resistance (Ex): A thomil has SR equal to 5 + the thomil's Hit Dice.

Saves: Thomils receive a +2 morale bonus on all saving throws against spells from creatures they recognize to be Red Wizards.

Abilities: Adjust from the base creature as follows: Con +4, Int at least 10.

Climate/Terrain: Cold mountains.

Organization: Solitary or patrol (5-20).

Challenge Rating: Same as the base creature +2.

Level Adjustment: Same as the base creature +1.

Alignment: Usually chaotic neutral.

Sample Thomil: Thomil.


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