| Hit Dice: | 32d8+288 (432 hp) |
| Initiative: | +4 |
| Speed: | 50 ft. (10 squares), fly 50 ft. (perfect), swim 50 ft. |
| Armor Class: | 32 (–4 size, +26 natural), touch 6, flat-footed 32 |
| Base Attack/Grapple: | +24/+48 |
| Attack: | Slam +32 melee (2d8+12 plus 2d8 fire and 1d8 electricity) or elemental ball +20 ranged (4d6+12 plus 1d8 fire) |
| Full Attack: | 2 slams +32 melee (2d8+12 plus 2d8 fire and 1d8 electricity) or elemental ball +20 ranged (4d6+12 plus 1d8 fire) |
| Space/Reach: | 20 ft./20 ft. |
| Special Attacks: | Death birth, elemental ball |
| Special Qualities: | Blindsight, damage reduction 10/—, darkvision 60 ft., elemental traits, immunity to electricity and fire, vulnerability to cold |
| Saves: | Fort +27, Ref +18, Will +12 |
| Abilities: | Str 35, Dex 10, Con 28, Int 10, Wis 11, Cha 11 |
| Skills: | Listen +37, Spot +37, Swim +20; racial bonuses |
| Feats: | Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Natural Attack (slam), Iron Will, Power Attack |
| Environment: | Elemental Plane of Fire |
| Organization: | Solitary |
| Challenge Rating: | 15 |
| Treasure: | None |
| Alignment: | Usually neutral |
| Advancement: | 33–48 HD (Gargantuan); 49–64 HD (Colossal) ♊ |
| Level Adjustment: | — |
A coruscating being, shimmering with fire, electricity, water, and whirling air moves toward you, devastating all in its path.
Omnimentals are the descendants of magically created elemental beings. Though originally intended as liaisons between warring elemental armies in ancient times, omnimentals instead became powerful warriors. Now they roam the Elemental Planes with no regard for their original purpose.
This combination of elements lacks several of the attack forms of the specific elementals, but also does not have many of their limitations. For instance, unlike a fire elemental, an omnimental can enter water and nonflammable liquids; when it does so, the water, air, and earth aspects of the creature form protective layers around its body’s fire aspect. An omnimental is 48 feet in height and weighs 10 tons.
Omnimentals speak Aquan, Auran, Ignan, and Terran.
An impressive combatant in all kinds of terrain, an omnimental can devastate a battlefield. Its size and reach enable it to attack many foes at a distance. Its elemental ball attack grants the creature further options at long distances.
Death Birth (Su): When an omnimental reaches 0 hit points, it bursts into its component elemental parts, creating four 16 HD Huge elementals, one each of air, earth, fire, and water. (Defeating these Huge elementals earns no additional experience points. Their XP value is accounted for in the Challenge Rating of the omnimental.)
Elemental Ball (Ex): As a standard action, an omnimental can detach part of itself to create a clod of flaming earth that it can fling at an opponent up to 100 feet away. Using this ability reduces the omnimental’s current hit points by 10.
Skills: An omnimental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Although they have mastered the ability to bind elementals inside magic items, the gnomes of Zilargo have been unable to capture and bind a summoned omnimental. Some have tried, but the results have been uniformly disastrous. It is rumored that the drow of Xen’drik may hold the secret to omnimental binding, but attempts to duplicate their research have likewise proven calamitous.
Source: Monster Manual III, page 118.