Magma Elemental Ram (3pp)

Magma Ram Art Credit: Raynaldo Perez and Samurai Sheepdog. Used with permission.

This huge, ram-like monster glows with an internal heat. Burning flame and magma spills from fissures in its molten carapace.

Magma Elemental Ram
CR 14

XP 38,400
N Huge outsider (earth, elemental, extraplanar, fire)
Init +3; Senses darkvision 60 ft.; Perception +11

DEFENSE

AC 29, touch 7, flat-footed 29 (–1 Dex, +22 natural, –2 size)
hp 190 (10d10+30)
Fort +16, Ref +10, Will +6
DR 5/ —; Immune fire, elemental traits
Weaknesses vulnerable to cold

OFFENSE

Speed 30 ft., burrow 20 ft.; earth glide
Melee gore +21 (2d6+18), 2 hooves +15 (2d6+9 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks burn (2d6, DC 23), lava puddle, powerful charge (gore, 4d6+26)

STATISTICS

Str 22, Dex 8, Con 20, Int 6, Wis 11, Cha 11
Base Atk +19; CMB +29; CMD 38 (42 vs. trip)
Feats Cleave, Great Cleave, Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Initiative, Improved Natural Attack (hoof), Improved Overrun, Power Attack, Weapon Focus (gore)
Skills
Climb +16 (+20 in mountains), Perception +11
Languages understands Common, Ignan
SQ earth glide

SPECIAL ABILITIES

Burn (Ex)

A magma elemental’s burn DC includes a –2 racial penalty, as their fires don’t burn quite as hot as true elemental flames.

Earth Glide (Ex)

A burrowing magma elemental can pass through stone, dirt, lava, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple, though the area it passes through feels warm for 1 round afterward and often retains a strangely smooth texture, as if the stone had been polished. A move earth spell cast on an area containing a burrowing magma elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Lava Puddle (Su)

Once per day as a full-round action, a magma elemental can vomit forth a puddle of lava that fills its space to a depth of 2–3 inches and counts as difficult terrain. Any creature that moves through this puddle of lava takes 2d6 points of fire damage. This damage continues for 1d3 rounds after the creature leaves the lava pool, although then it only inflicts 1d6 points of fire damage per round. The lava puddle solidifies and is safe to touch after a number of rounds equal to the elemental’s Hit Dice. At the GM’s discretion, this puddle of lava could start secondary fires.

Variants

When captured by a monster trainer, a magma ram grants trainer spells.

Section 15: Copyright Notice

Mystical: Kingdom of Monsters Anniversary Edition, © 2015-2019, Samurai Sheepdog; author Kevin Glusing.

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