Some sages have speculated that a smoke creature is a kind of psychic reflection of an air creature that died of agonizing burns. The flaw in this theory became apparent when it was learned that fiery smoke creatures also existed on the Elemental Planes of Fire. The current theory is that smoke creatures are native to the Elemental Planes of Fire or to some as yet undiscovered intermediate plane between Air and Fire. Whatever their origins, smoke creatures are coming to the Material Plane with greater frequency and in greater numbers than ever before.
A smoke creature can be easily recognized by its ash-gray body and soot-black hair or feathers. Smoke constantly whirls and plays about its body, concealing much of it from view.
Smoke creatures are deadly foes that use choking smoke to suffocate foes. They can flit about through smoky areas with disturbing adroitness, and they enjoy using this ability to confound foes.
“Smoke” is an inherited template that can be added to any living corporeal nonaquatic creature that does not have the aquatic, water, or earth subtypes (referred to hereafter as the base creature). A smoke creature uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +1.
Senses: A smoke creature gains the following.
A smoke creature can see through clouds, gases, fogs, mists, and smoke as though they didn’t inhibit vision. Creatures and objects do not gain concealment from a smoke creature due to such conditions.
Hit Dice: Change all of the base creature’s racial HD to d10s.
Defensive Abilities: A smoke creature retains all the base creature’s defensive abilities and gains the following:
The smoke that constantly wreathes a smoke creature’s semisolid body always makes it hard to determine its exact location. The smoke creature has constant concealment (20% miss change). This effect is identical to the blur spell except for its non-magical origin.
Immunities: A smoke creature is immune to inhaled poisons and gas-, fog-, or cloud-based attacks and spells.
Speed: The smoke creature loses any swim speed it has, but retains the base creature’s other speeds and gains a fly speed equal to the base creature’s slowest speed (5 ft. minimum), with perfect maneuverability. If the base creature already has a fly speed, it remains the same, but the smoke creature’s maneuverability becomes perfect.
At will as a move action, a smoke creature can use dimension door (caster level equals smoke creature’s total hit dice) to move from any area filled with smoke to any other smoke-filled area within long range (400 ft. + 40 ft./HD).
Special Attacks: A smoke creature retains all the base creature’s special attacks and gains the following.
Once every 1d4 rounds, a smoke creature can breathe a cloud of superheated smoke and cinders. The cloud fills a 20-foot cube adjacent to or surrounding the smoke creature, as desired. Every creature within the cloud takes 2d6 points of fire damage each round (no save). Furthermore, any breathing creature within the cloud must succeed on a Fortitude save each round or take 1d4 points of Constitution damage. A creature within the smoke can hold its breath on its initiative to avoid taking the Constitution damage in later rounds. This smoke grants concealment as though it were a fog cloud spell. The smoke remains in place for 5 rounds despite prevailing winds; thereafter, the cloud becomes normal smoke and disperses normally. The save DC is Constitution-based.
Abilities: +4 Dex, +2 Int, +2 Cha.
Languages: If the smoke creature can speak, it gains the ability to speak Auran and Ignan in addition to any other languages the base creature knows.
Special Qualities: A smoke creature gains the following.
Advanced Bestiary, Copyright 2014, Green Ronin Publishing, LLC; Author Jeff Hersh, Developer Owen K.C. Stephens