Spirit of the Land (CR 23)
Huge Fey (Incorporeal)
Alignment: Always neutral
Initiative: +1 (Dex); Senses: low-light vision, Listen +27, and Spot +27
Languages: Common, Elven, Dwarven, and most goblinoid languages, also telepathy
AC: 16 (-2 size, +1 Dex, +7 deflection), touch 16, flat-footed 15
Hit Dice: 20d6+200 (270 hp); DR: 10/-
Fort +16, Ref +13, Will +16
Speed: Fly 60 ft. (perfect)
Space: 15 ft./15 ft.
Base Attack +10; Grapple +13
Full Attack: None
Special Attacks/Actions: Spell-like abilities
Abilities: Str -, Dex 13, Con 30, Int 20, Wis 19, Cha 25
Special Qualities: elemental manifestation, fast healing 10, incorporeal subtype, natural invisibility, telepathy, SR 34, wild empathy
Feats: Cleave; Dodge; Combat Expertise; Great Cleave; Improved Bull Rush; Improved Disarm; Improved Sunder; Improved Trip; Mobility; Power Attack
Skills: Concentration +33, Diplomacy +32, Hide +16, Knowledge (geography) +28, Knowledge (nature) +3-, Listen +27, Search +28, Sense Motive +27, Spellcraft +28, Spot +27, and Survival +27
Advancement: 21-30 HD (Huge); 31-60 HD (Gargantuan)
Monster Manual II
In combat, a spirit of the land a prefers to strike invisibly, using its command over weather, nature, and the elements to destroy its enemies. Opponents my find themselves confronted by an earthquake, followed by a rain of lightning bolts accompanied by hurricane-force winds. A spirit attacks relentlessly, coordinating its actions to keep foes off balance while remaining unseen. To fight in melee, a spirit of the land must manifest an elemental form. In this shape, it usually focuses on destroying one foe before moving on to the next.
Spell-Like Abilities: At will - chain lightning, chill metal, cone of cold, control water, control weather, control winds, create water, earthquake, fire storm, fog cloud, heat metal, ice storm, incendiary cloud, lightning bolt, move earth, produce flame, quench, sleet storm, solid fog, soften earth and stone, spike stones, stone shape, wall of fire, wall of ice, wall of stone, whirlwind, wind wall. Caster level 20th; save DC 17 + spell level.
All-Around Vision (Ex): A spirit of the land is a part of all the terrain that surrounds it, so it sees from all directions at once. Because of this ability, it gains a +4 racial bonus on Search and Spot checks, and it cannot be flanked, regardless of its form.
Elemental Manifestation (Su): Once per day, a spirit of the land can assume a form composed of elemental material (air, earth, fire, or water), so long as that element exists in some form on its terrain. In elemental form, a spirit of the land is no longer invisible or incorporeal. It gains the element-specific qualities - noted in the appropriate manifestation section below and loses the benefits of the incorporeal subtype. Should a spirit of the land's elemental manifestation be destroyed, the monster dissipates but is not slain. A dissipated spirit of the land must wait 24 hours before it can use any of its abilities again. While a spirit of the land is manifested, the following changes to its statistics are in effect: AC 19, touch 9, flat-footed 18; Atk +14 melee (2d8+6, 2 slams); SQ DR 30/+3; Str 23.
Incorporeal Subtype: In its incorporeal form, a spirit of the land can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. An incorporeal spirit of the land can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal spirit of the land always moves silently and cannot be heard with Listen checks if it doesn't wish to be.
Natural Invisibility (Su): An incorporeal spirit of the land remains invisible even when it attacks. This ability is always active, but the monster can suppress or resume it as a free action.
Telepathy (Su): A spirit of the land can communicate telepathically with any creature within 5 miles that has a language.
Feats: A spirit of the land has access to the feats marked with an asterisk only while it is manifested.
To manifest as air, a spirit of the land must have a windy valley, breezy seashore, or the like in its terrain. In this form, it gains the following abilities.
Air Mastery (Ex): Any airborne creature takes a -1 penalty on attack and damage tolls made against a spirit of the land manifested as air.
Flight (Ex): A spirit of the land manifested as air is naturally buoyant. At will as a free action, it can produce an effect like that of the fly spell (caster level 5th), except that the effect applies only to itself This ability gives it a fly speed of 120 feet (perfect).
An earth manifestation simply requires any type of land. In this form, a spirit of the land gains the following ability:
Earth Mastery (Ex): A spirit of the land manifested as earth gains a +1 bonus on attack and damage rolls if its foe is touching the ground.
A fire manifestation requires a volcanic region, hot spring, or the like on the spirit of the land's terrain. In this form, it gains the following abilities:
Burn (Ex): Any creature that is hit by the slam attack of a spirit of the land manifested as fire, or that hits the monster with a natural weapon or an unarmed attack, must succeed at a Reflex save (DC 30) or catch on fire. The fire burns for 1d4 rounds.
Fire Subtype (Ex): A spirit of the land manifested as fire is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure.
To manifest as water, a spirit of the land must have a river, lake, pond, or other waterway in its terrain. In this form, it gains the following abilities:
Swim (Ex): A spirit of the land manifested as water can swim at a speed of 60 feet.
Water Mastery (Ex): A spirit of the land manifested as water gains a +1 bonus on its attack and damage rolls if its opponent is touching water.
Some creatures are incorporeal by nature, while others (such as those that become ghosts) can acquire the incorporeal subtype. An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It has immunity to all nonmagical attack forms. Even when hit by spells, including touch spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Non-damaging spell attacks affect incorporeal creatures normally unless they require corporeal targets to function (such as the spell implosion) or they create a corporeal effect that incorporeal creatures would normally ignore (such as a web or wall of stone spell). Although it is not a magical attack, a hit with holy water has a 50% chance of affecting an incorporeal undead creature.
An incorporeal creature's natural weapons affect both in incorporeal and corporeal targets, and pass through (ignore) corporeal natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Attacks made by an incorporeal creature with a nonmagical melee weapon have no effect on corporeal targets, and any melee attack an incorporeal creature makes with a magic weapon against a corporeal target has a 50% miss chance except for attacks it makes with a ghost touch weapon, which are made normally (no miss chance).
Any equipment worn or carried by an incorporeal creature is also incorporeal as long as it remains in the creature's possession. An object that the creature relinquishes loses its incorporeal quality (and the creature loses the ability to manipulate the object). If an incorporeal creature uses a thrown weapon or a ranged weapon, the projectile becomes corporeal as soon as it is fired and can affect a corporeal target normally (no miss chance). Magic items possessed by an incorporeal creature work normally with respect to their effects on the creature or another target. Similarly, spells cast by an incorporeal creature affect corporeal creatures normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid object but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects a square adjacent to its current location, but enemies have total concealment from an incorporeal creature that is inside an object. In order to see clearly and attack normally, a incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creature cannot make trip or grapple attacks against corporeal creatures, nor can they be tripped or grappled by such creatures. In fact, they cannot take any physical action that would move or manipulate a corporeal being or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Non-visual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.