Sample Necromentals

Originally, the only sample necromental provided in Libris Mortis was that of a Large earth necromental. It was decided rather than choose that specific one for this sample page that the template should be applied to all twenty-four elementals (six sizes of each of the four elements).

If you want to apply this template to elemental monoliths, knock yourself out.

A necromental is the undead remnant of an elemental creature. It retains only a fraction of the self-awareness that the elemental had in life, but it becomes twisted and evil.

Combat

All necromentals have the following abilities, in addition to the ones they possessed before becoming necromentals.

Create Spawn (Su): An elemental slain by a necromental’s energy drain attack rises as a necromental 1d4 days after death.

Energy Drain (Su): Living creatures hit by a necromental’s natural weapon attack gain one negative level. A necromental can use its energy drain ability once per round, regardless of the number of natural weapon attacks the necromental possesses. The save DC to remove the negative level 24 hours later is 10 + ½ the necromental’s HD; this DC is given in parentheses after this special attack in the necromental’s statistics block. When a necromental bestows a negative level on a victim, it gains 5 temporary hit points (10 on a critical hit). These temporary hit points last for up to 1 hour.

Fast Healing (Ex): A necromental heals 3 points of damage each round as long as it has at least 1 hit point and is within 5 feet of some form of its element (air for necromentals with the air subtype; earth, stone, or metal for necromentals with the earth subtype; flame for necromentals with the fire subtype; or water for necromentals with the water subtype).

Air Necromental

The statistics block below contains details for more than one size or type of air necromental. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Air Necromental, Small
Small Undead (Air, Augmented Elemental, Extraplanar)
Air Necromental, Medium
Medium Undead (Air, Augmented Elemental, Extraplanar)
Air Necromental, Large
Large Undead (Air, Augmented Elemental, Extraplanar)
Air Necromental, Huge
Huge Undead (Air, Augmented Elemental, Extraplanar)
Air Necromental, Greater
Huge Undead (Air, Augmented Elemental, Extraplanar)
Air Necromental, Elder
Huge Undead (Air, Augmented Elemental, Extraplanar)
Hit Dice: 2d12 (13 hp) 4d12 (26 hp) 8d12 (52 hp) 16d12 (104 hp) 21d12 (136 hp) 24d12 (156 hp)
Initiative: +7 +9 +11 +13 +14 +15
Speed: Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares) Fly 100 ft. (perfect) (20 squares)
Armor Class: 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 14 20 (+5 Dex, +5 natural), touch 15, flat-footed 13 22 (−1 size, +7 Dex, +6 natural), touch 16, flat-footed 13 23 (−2 size, +9 Dex, +6 natural), touch 17, flat-footed 12 28 (−2 size, +10 Dex, +10 natural), touch 18, flat-footed 16 29 (−2 size, +11 Dex, +10 natural), touch 19, flat-footed 16
Base Attack/Grapple: +1/−3 +3/+4 +6/+12 +12/+24 +15/+28 +18/+32
Attack: Slam +5 melee (1d4) Slam +8 melee (1d6+1) Slam +12 melee (2d6+2) Slam +19 melee (2d8+4) Slam +23 melee (2d8+5) Slam +27 melee (2d8+6)
Full Attack: Slam +5 melee (1d4) Slam +8 melee (1d6+1) 2 slams +12 melee (2d6+2) 2 slams +19 melee (2d8+4) 2 slams +23 melee (2d8+5) 2 slams +27 melee (2d8+6)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft. 15 ft./15 ft. 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Air mastery, create spawn, energy drain (DC 11), whirlwind Air mastery, create spawn, energy drain (DC 12), whirlwind Air mastery, create spawn, energy drain (DC 14), whirlwind Air mastery, create spawn, energy drain (DC 18), whirlwind Air mastery, create spawn, energy drain (DC 20), whirlwind Air mastery, create spawn, energy drain (DC 22), whirlwind
Special Qualities: Darkvision 60 ft., elemental traits, fast healing 3⚠️, undead traits Darkvision 60 ft., elemental traits, fast healing 3⚠️, undead traits Damage reduction 5/—, darkvision 60 ft., elemental traits, fast healing 3⚠️, undead traits Damage reduction 5/—, darkvision 60 ft., elemental traits, fast healing 3⚠️, undead traits Damage reduction 10/—, darkvision 60 ft., elemental traits, fast healing 3⚠️, undead traits Damage reduction 10/—, darkvision 60 ft., elemental traits, fast healing 3⚠️, undead traits
Saves: Fort +2, Ref +6, Will +0 Fort +3, Ref +9, Will +1 Fort +4, Ref +13, Will +2 Fort +7, Ref +19, Will +5 Fort +9, Ref +22, Will +7 Fort +10, Ref +25, Will +8
Abilities: Str 10, Dex 17, Con —, Int 1, Wis 10, Cha 1 Str 12, Dex 21, Con —, Int 1, Wis 10, Cha 1 Str 14, Dex 25, Con —, Int 1, Wis 10, Cha 1 Str 18, Dex 29, Con —, Int 1, Wis 10, Cha 1 Str 20, Dex 31, Con —, Int 1, Wis 10, Cha 1 Str 22, Dex 33, Con —, Int 1, Wis 10, Cha 1
Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6 Listen +11, Spot +12 Listen +14, Spot +14 Listen +29, Spot +29
Feats: Flyby Attack, Great Fortitude [bonus], Improved Initiative [bonus], Weapon Finesse [bonus] Dodge, Flyby Attack, Great Fortitude [bonus], Improved Initiative [bonus], Weapon Finesse [bonus] Combat Reflexes, Dodge, Flyby Attack, Great Fortitude [bonus], Improved Initiative [bonus], Weapon Finesse [bonus] Alertness, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude [bonus], Improved Initiative [bonus], Mobility, Spring Attack, Weapon Finesse [bonus] Alertness, Blind-fight, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude [bonus], Improved Initiative [bonus], Mobility, Power Attack, Spring Attack, Weapon Finesse [bonus] Alertness, Blind-fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude [bonus], Improved Initiative [bonus], Mobility, Power Attack, Spring Attack, Weapon Finesse [bonus]
Environment: Elemental Plane of Air Elemental Plane of Air Elemental Plane of Air Elemental Plane of Air Elemental Plane of Air Elemental Plane of Air
Organization: Solitary Solitary Solitary Solitary Solitary Solitary
Challenge Rating: 2 4 6 8 10 12
Treasure: None None None None None None
Alignment: Always neutral evil Always neutral evil Always neutral evil Always neutral evil Always neutral evil Always neutral evil
Advancement: 3 HD (Small) ♊ 5–7 HD (Medium) ♊ 9–15 HD (Large) ♊ 17–20 HD (Huge) ♊ 22–23 HD (Huge) ♊ 25–48 HD (Huge) ♊
Level Adjustment: — — — — — —

Small • Medium • Large • Huge • Greater • Elder

A howling vortex of dark, foul-smelling vapor rolls forward, its swirling currents choked with black mist and the icy chill of the grave.AI

Air necromentals are among the swiftest and most agile creatures in existence. They seldom leave their home plane except when summoned elsewhere by a spell.

Air necromentals do not speak. Their only language, such as it is, is that of shrieking wind.

Combat

Their rapid speed makes air necromentals useful on vast battlefields or in extended aerial combat.

Air Mastery (Ex): Airborne creatures take a −1 penalty on attack and damage rolls against an air necromental.

Whirlwind (Su): The necromental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the necromental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the necromental’s size. The necromental controls the exact height, but it must be at least 10 feet.

The necromental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the necromental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the necromental moves into or through the creature’s space.

Creatures one or more size categories smaller than the necromental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the necromental’s size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the necromental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a −4 penalty to Dexterity and a −2 penalty on attack rolls. The necromental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

The necromental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned necromental always ejects trapped creatures before returning to its home plane.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the necromental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An necromental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Air Necromental Sizes
Whirlwind
NecromentalHeightWeightSave DCDamageHeight
Small4 ft.1 lb.111d410–20 ft.
Medium8 ft.2 lb.131d610–30 ft.
Large16 ft.4 lb.162d610–40 ft.
Huge32 ft.8 lb.222d810–50 ft.
Greater36 ft.10 lb.252d810–60 ft.
Elder40 ft.12 lb.282d810–60 ft.

Source: Libris Mortis, page 112.

Earth Necromental

The statistics block below contains details for more than one size or type of earth necromental. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Earth Necromental, Small
Small Undead (Augmented Elemental, Earth, Extraplanar)
Earth Necromental, Medium
Medium Undead (Augmented Elemental, Earth, Extraplanar)
Earth Necromental, Large
Large Undead (Augmented Elemental, Earth, Extraplanar)
Earth Necromental, Huge
Huge Undead (Augmented Elemental, Earth, Extraplanar)
Earth Necromental, Greater
Huge Undead (Augmented Elemental, Earth, Extraplanar)
Earth Necromental, Elder
Huge Undead (Augmented Elemental, Earth, Extraplanar)
Hit Dice: 2d12 (13 hp) 4d12 (26 hp) 8d12 (52 hp) 16d12 (104 hp) 21d12 (136 hp) 24d12 (156 hp)
Initiative: −1 −1 −1 −1 −1 −1
Speed: 20 ft. (4 squares) 20 ft. (4 squares) 20 ft. (4 squares) 30 ft. (6 squares) 30 ft. (6 squares) 30 ft. (6 squares)
Armor Class: 19 (+1 size, −1 Dex, +9 natural), touch 10, flat-footed 17 20 (−1 Dex, +11 natural), touch 9, flat-footed 18 20 (−1 size, −1 Dex, +12 natural), touch 8, flat-footed 18 20 (−2 size, −1 Dex, +13 natural), touch 7, flat-footed 18 22 (−2 size, −1 Dex, +15 natural), touch 7, flat-footed 20 24 (−2 size, −1 Dex, +17 natural), touch 7, flat-footed 22
Base Attack/Grapple: +1/+0 +3/+8 +6/+17 +12/+29 +15/+33 +18/+37
Attack: Slam +5 melee (1d6+4) Slam +8 melee (1d8+7) Slam +12 melee (2d8+7) Slam +19 melee (2d10+9) Slam +23 melee (2d10+10) Slam +27 melee (2d10+11/19–20)
Full Attack: Slam +5 melee (1d6+4) Slam +8 melee (1d8+7) 2 slams +12 melee (2d8+7) 2 slams +19 melee (2d10+9) 2 slams +23 melee (2d10+10) 2 slams +27 melee (2d10+11/19–20)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft. 15 ft./15 ft. 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Create spawn, earth mastery, energy drain (DC 11), push Create spawn, earth mastery, energy drain (DC 12), push Create spawn, earth mastery, energy drain (DC 14), push Create spawn, earth mastery, energy drain (DC 18), push Create spawn, earth mastery, energy drain (DC 20), push Create spawn, earth mastery, energy drain (DC 22), push
Special Qualities: Darkvision 60 ft., earth glide, elemental traits, fast healing 3⚠️, undead traits Darkvision 60 ft., earth glide, elemental traits, fast healing 3⚠️, undead traits Damage reduction 5/—, darkvision 60 ft., earth glide, elemental traits, fast healing 3⚠️, undead traits Damage reduction 5/—, darkvision 60 ft., earth glide, elemental traits, fast healing 3⚠️, undead traits Damage reduction 10/—, darkvision 60 ft., earth glide, elemental traits, fast healing 3⚠️, undead traits Damage reduction 10/—, darkvision 60 ft., earth glide, elemental traits, fast healing 3⚠️, undead traits
Saves: Fort +5, Ref −1, Will +0 Fort +6, Ref +0, Will +1 Fort +8, Ref +1, Will +2 Fort +12, Ref +4, Will +5 Fort +14, Ref +6, Will +7 Fort +16, Ref +7, Will +8
Abilities: Str 17, Dex 8, Con —, Int 1, Wis 10, Cha 1 Str 21, Dex 8, Con —, Int 1, Wis 10, Cha 1 Str 25, Dex 8, Con —, Int 1, Wis 10, Cha 1 Str 29, Dex 8, Con —, Int 1, Wis 10, Cha 1 Str 31, Dex 8, Con —, Int 1, Wis 10, Cha 1 Str 33, Dex 8, Con —, Int 1, Wis 10, Cha 1
Skills: Listen +3, Spot +2 Listen +4, Spot +3 Listen +6, Spot +5 Listen +10, Spot +9 Listen +14, Spot +14 Listen +29, Spot +29
Feats: Great Fortitude [bonus], Power Attack Cleave, Great Fortitude [bonus], Power Attack Cleave, Great Cleave, Great Fortitude [bonus], Power Attack Awesome Blow, Cleave, Great Cleave, Great Fortitude [bonus], Improved Bull Rush, Iron Will, Power Attack Alertness, Awesome Blow, Cleave, Great Cleave, Great Fortitude [bonus], Improved Bull Rush, Improved Sunder, Iron Will, Power Attack Alertness, Awesome Blow, Cleave, Great Cleave, Great Fortitude [bonus], Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack
Environment: Elemental Plane of Earth Elemental Plane of Earth Elemental Plane of Earth Elemental Plane of Earth Elemental Plane of Earth Elemental Plane of Earth
Organization: Solitary Solitary Solitary Solitary Solitary Solitary
Challenge Rating: 2 4 6 8 10 12
Treasure: None None None None None None
Alignment: Always neutral evil Always neutral evil Always neutral evil Always neutral evil Always neutral evil Always neutral evil
Advancement: 3 HD (Small) ♊ 5–7 HD (Medium) ♊ 9–15 HD (Large) ♊ 17–20 HD (Huge) ♊ 22–23 HD (Huge) ♊ 25–48 HD (Huge) ♊
Level Adjustment: — — — — — —

Small • Medium • Large • Huge • Greater • Elder

This walking pile of crumbling earth and stone radiates a palpable aura of death.AI

Earth necromentals are immensely strong and tough. The larger ones can pound almost anything into rubble. They seldom leave their home plane except when summoned elsewhere by a spell.

When summoned to the Material Plane, an earth necromental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from.

Earth necromentals do not speak.

Combat

An earth necromental smashes into combat like a typical earth elemental, though with even more devastating results, thanks to its energy drain ability.

Earth Mastery (Ex): An earth necromental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the necromental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex): An earth necromental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the necromental’s opposed Strength checks.

Earth Glide (Ex): An earth necromental can glide through stone, dirt, 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 or other signs of its presence. A move earth spell cast on an area containing a burrowing earth necromental flings the necromental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Necromental Sizes
NecromentalHeightWeightNecromentalHeight Weight
Small4 ft.80 lb.Huge32 ft.48,000 lb.
Medium8 ft.750 lb.Greater36 ft.54,000 lb.
Large16 ft.6,000 lb.Elder40 ft.60,000 lb.

Source: Libris Mortis, page 112.

Fire Necromental

The statistics block below contains details for more than one size or type of fire necromental. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Fire Necromental, Small
Small Undead (Augmented Elemental Fire, Extraplanar)
Fire Necromental, Medium
Medium Undead (Augmented Elemental Fire, Extraplanar)
Fire Necromental, Large
Large Undead (Augmented Elemental Fire, Extraplanar)
Fire Necromental, Huge
Huge Undead (Augmented Elemental Fire, Extraplanar)
Fire Necromental, Greater
Huge Undead (Augmented Elemental Fire, Extraplanar)
Fire Necromental, Elder
Huge Undead (Augmented Elemental Fire, Extraplanar)
Hit Dice: 2d8 (9 hp) 4d8+8 (26 hp) 8d8+24 (60 hp) 16d8+64 (136 hp) 21d8+84 (178 hp) 24d8+96 (204 hp)
Initiative: +5 +7 +9 +11 +12 +13
Speed: 50 ft. (10 squares) 50 ft. (10 squares) 50 ft. (10 squares) 60 ft. (12 squares) 60 ft. (12 squares) 60 ft. (12 squares)
Armor Class: 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 14 18 (+3 Dex, +5 natural), touch 13, flat-footed 13 20 (−1 size, +5 Dex, +6 natural), touch 14, flat-footed 13 21 (−2 size, +7 Dex, +6 natural), touch 15, flat-footed 12 26 (−2 size, +8 Dex, +10 natural), touch 16, flat-footed 16 27 (−2 size, +9 Dex, +10 natural), touch 17, flat-footed 16
Base Attack/Grapple: +1/−3 +3/+4 +6/+12 +12/+24 +15/+28 +18/+32
Attack: Slam +3 melee (1d4 plus 1d4 fire) Slam +6 melee (1d6+1 plus 1d6 fire) Slam +10 melee (2d6+2 plus 2d6 fire) Slam +17 melee (2d8+4 plus 2d8 fire) Slam +22 melee (2d8+5 plus 2d8 fire) Slam +26 melee (2d8+6 plus 2d8 fire)
Full Attack: Slam +3 melee (1d4 plus 1d4 fire) Slam +6 melee (1d6+1 plus 1d6 fire) 2 slams +10 melee (2d6+2 plus 2d6 fire) 2 slams +17 melee (2d8+4 plus 2d8 fire) 2 slams +22 melee (2d8+5 plus 2d8 fire) 2 slams +26 melee (2d8+6 plus 2d8 fire)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft. 15 ft./15 ft. 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Burn, create spawn, energy drain (DC 11) Burn, create spawn, energy drain (DC 12) Burn, create spawn, energy drain (DC 14) Burn, create spawn, energy drain (DC 18) Burn, create spawn, energy drain (DC 20) Burn, create spawn, energy drain (DC 22)
Special Qualities: Darkvision 60 ft., elemental traits, fast healing 3⚠️, immunity to fire, undead traits, vulnerability to cold Darkvision 60 ft., elemental traits, fast healing 3⚠️, immunity to fire, undead traits, vulnerability to cold Damage reduction 5/—, darkvision 60 ft., elemental traits, fast healing 3⚠️, immunity to fire, undead traits, vulnerability to cold Damage reduction 5/—, darkvision 60 ft., elemental traits, fast healing 3⚠️, immunity to fire, undead traits, vulnerability to cold Damage reduction 10/—, darkvision 60 ft., elemental traits, fast healing 3⚠️, immunity to fire, undead traits, vulnerability to cold Damage reduction 10/—, darkvision 60 ft., elemental traits, fast healing 3⚠️, immunity to fire, undead traits, vulnerability to cold
Saves: Fort +2, Ref +4, Will +0 Fort +3, Ref +7, Will +1 Fort +4, Ref +11, Will +2 Fort +7, Ref +17, Will +5 Fort +9, Ref +20, Will +7 Fort +10, Ref +23, Will +8
Abilities: Str 10, Dex 13, Con —, Int 1, Wis 10, Cha 1 Str 12, Dex 17, Con —, Int 1, Wis 10, Cha 1 Str 14, Dex 21, Con —, Int 1, Wis 10, Cha 1 Str 18, Dex 25, Con —, Int 1, Wis 10, Cha 1 Str 20, Dex 27, Con —, Int 1, Wis 10, Cha 1 Str 22, Dex 29, Con —, Int 1, Wis 10, Cha 1
Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6 Listen +11, Spot +12 Listen +14, Spot +14 Listen +28, Spot +29
Feats: Dodge, Great Fortitude [bonus], Improved Initiative [bonus], Weapon Finesse [bonus] Dodge, Great Fortitude [bonus], Improved Initiative [bonus], Mobility, Weapon Finesse [bonus] Dodge, Great Fortitude [bonus], Improved Initiative [bonus], Mobility, Spring Attack, Weapon Finesse [bonus] Alertness, Combat Reflexes, Dodge, Great Fortitude [bonus], Improved Initiative [bonus], Iron Will, Mobility, Spring Attack, Weapon Finesse [bonus] Alertness, Blind-fight, Combat Reflexes, Dodge, Great Fortitude [bonus], Improved Initiative [bonus], Iron Will, Mobility, Spring Attack, Weapon Finesse [bonus], Weapon Focus (slam) Alertness, Blind-fight, Combat Reflexes, Dodge, Improved Initiative [bonus], Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon Finesse [bonus], Weapon Focus (slam)
Environment: Elemental Plane of Fire Elemental Plane of Fire Elemental Plane of Fire Elemental Plane of Fire Elemental Plane of Fire Elemental Plane of Fire
Organization: Solitary Solitary Solitary Solitary Solitary Solitary
Challenge Rating: 2 4 6 8 10 12
Treasure: None None None None None None
Alignment: Always neutral evil Always neutral evil Always neutral evil Always neutral evil Always neutral evil Always neutral evil
Advancement: 3 HD (Small) ♊ 5–7 HD (Medium) ♊ 9–15 HD (Large) ♊ 17–20 HD (Huge) ♊ 22–23 HD (Huge) ♊ 25–48 HD (Huge) ♊
Level Adjustment: — — — — — —

Small • Medium • Large • Huge • Greater • Elder

A mass of smoldering, black-tinged fire races across the ground, spewing choking ash and flickering with a sickly, unholy heat.AI

Fire necromentals are fast and agile. The merest touch from their fiery bodies is sufficient to set many materials aflame.

A fire necromental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire necromental can step or jump over it.

Fire necromentals do not speak.

Combat

A fire necromental is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning the creatures and objects of the Material Plane to ashes.

Burn (Ex): A fire necromental’s slam attack deals bludgeoning damage plus fire damage from the necromental’s flaming body. Those hit by a fire necromental‘s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the necromental’s size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution-based.

Creatures hitting a fire necromental with natural weapons or unarmed attacks take fire damage as though hit by the necromental’s attack, and also catch on fire unless they succeed on a Reflex save.

Fire Necromental Sizes
NecromentalHeightWeightBurn Save DC
Small4 ft.1 lb.11
Medium8 ft.2 lb.14
Large16 ft.4 lb.17
Huge32 ft.8 lb.22
Greater36 ft.10 lb.24
Elder40 ft.12 lb.26

Source: Libris Mortis, page 112.

Water Necromental

The statistics block below contains details for more than one size, or type of water necromental. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Water Necromental, Small
Small Undead (Augmented Elemental Water, Extraplanar)
Water Necromental, Medium
Medium Undead (Augmented Elemental Water, Extraplanar)
Water Necromental, Large
Large Undead (Augmented Elemental Water, Extraplanar)
Water Necromental, Huge
Huge Undead (Augmented Elemental Water, Extraplanar)
Water Necromental, Greater
Huge Undead (Augmented Elemental Water, Extraplanar)
Water Necromental, Elder
Huge Undead (Augmented Elemental Water, Extraplanar)
Hit Dice: 2d12 (13 hp) 4d12 (26 hp) 8d12 (52 hp) 16d12 (104 hp) 21d12 (136 hp) 24d12 (156 hp)
Initiative: +0 +1 +2 +4 +5 +6
Speed: 20 ft. (4 squares), swim 90 ft. 20 ft. (4 squares), swim 90 ft. 20 ft. (4 squares), swim 90 ft. 30 ft. (6 squares), swim 120 ft. 30 ft. (6 squares), swim 120 ft. 30 ft. (6 squares), swim 120 ft.
Armor Class: 19 (+1 size, +8 natural), touch 11, flat-footed 17 21 (+1 Dex, +10 natural), touch 11, flat-footed 18 22 (−1 size, +2 Dex, +11 natural), touch 11, flat-footed 18 23 (−2 size, +4 Dex, +11 natural), touch 12, flat-footed 17 24 (−2 size, +5 Dex, +11 natural), touch 13, flat-footed 17 25 (−2 size, +6 Dex, +11 natural), touch 14, flat-footed 17
Base Attack/Grapple: +1/−1 +3/+6 +6/+15 +12/+27 +15/+31 +18/+35
Attack: Slam +4 melee (1d6+3) Slam +6 melee (1d8+4) Slam +10 melee (2d8+5) Slam +17 melee (2d10+7) Slam +21 melee (2d10+8) Slam +25 melee (2d10+9/19–20)
Full Attack: Slam +4 melee (1d6+3) Slam +6 melee (1d8+4) 2 slams +10 melee (2d8+5) 2 slams +17 melee (2d10+7) 2 slams +21 melee (2d10+8) 2 slams +25 melee (2d10+9/19–20)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft. 15 ft./15 ft. 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Create spawn, drench, energy drain (DC 11), vortex, water mastery Create spawn, drench, energy drain (DC 12), vortex, water mastery Create spawn, drench, energy drain (DC 14), vortex, water mastery Create spawn, drench, energy drain (DC 18), vortex, water mastery Create spawn, drench, energy drain (DC 20), vortex, water mastery Create spawn, drench, energy drain (DC 22), vortex, water mastery
Special Qualities: Darkvision 60 ft., elemental traits, fast healing 3⚠️, undead traits Darkvision 60 ft., elemental traits, fast healing 3⚠️, undead traits Damage reduction 5/—, darkvision 60 ft., elemental traits, fast healing 3⚠️, undead traits Damage reduction 5/—, darkvision 60 ft., elemental traits, fast healing 3⚠️, undead traits Damage reduction 10/—, darkvision 60 ft., elemental traits, fast healing 3⚠️, undead traits Damage reduction 10/—, darkvision 60 ft., elemental traits, fast healing 3⚠️, undead traits
Saves: Fort +5, Ref +0, Will +0 Fort +6, Ref +2, Will +1 Fort +8, Ref +4, Will +2 Fort +12, Ref +9, Will +5 Fort +14, Ref +12, Will +7 Fort +16, Ref +14, Will +8
Abilities: Str 14, Dex 10, Con —, Int 1, Wis 10, Cha 1 Str 16, Dex 12, Con —, Int 1, Wis 10, Cha 1 Str 20, Dex 14, Con —, Int 1, Wis 10, Cha 1 Str 24, Dex 18, Con —, Int 1, Wis 10, Cha 1 Str 26, Dex 20, Con —, Int 1, Wis 10, Cha 1 Str 28, Dex 22, Con —, Int 1, Wis 10, Cha 1
Skills: Listen +2, Spot +3, Swim +10; racial bonuses Listen +3, Spot +4, Swim +11; racial bonuses Listen +5, Spot +6, Swim +13; racial bonuses Listen +11, Spot +12, Swim +15; racial bonuses Listen +14, Spot +14, Swim +16; racial bonuses Listen +29, Spot +29, Swim +17; racial bonuses
Feats: Great Fortitude [bonus], Power Attack Cleave, Great Fortitude [bonus], Power Attack Cleave, Great Cleave, Great Fortitude [bonus], Power Attack Alertness, Cleave, Great Cleave, Great Fortitude [bonus], Improved Bull Rush, Iron Will, Power Attack Alertness, Cleave, Great Cleave, Great Fortitude [bonus], Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack Alertness, Cleave, Great Cleave, Great Fortitude [bonus], Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack
Environment: Elemental Plane of Water Elemental Plane of Water Elemental Plane of Water Elemental Plane of Water Elemental Plane of Water Elemental Plane of Water
Organization: Solitary Solitary Solitary Solitary Solitary Solitary
Challenge Rating: 2 4 6 8 10 12
Treasure: None None None None None None
Alignment: Always neutral evil Always neutral evil Always neutral evil Always neutral evil Always neutral evil Always neutral evil
Advancement: 3 HD (Small) ♊ 5–7 HD (Medium) ♊ 9–15 HD (Large) ♊ 17–20 HD (Huge) ♊ 22–23 HD (Huge) ♊ 25–48 HD (Huge) ♊
Level Adjustment: — — — — — —

Small • Medium • Large • Huge • Greater • Elder

A vortex of murky, foul water rolls forward, its cascading waves carrying the stench of stagnant rot and pounding with dead, crushing force.AI

A water necromental can be as ferocious and powerful as a stormy sea.

A water necromental can’t venture more than 180 feet from the body of water from which it was conjured.

Water necromentals do not speak.

Combat

A water necromental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents.

Water Mastery (Ex): A water necromental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the necromental is touching the ground, the necromental takes a −4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

A water necromental can be a serious threat to a ship that crosses its path. An necromental can easily overturn small craft (5 feet of length per Hit Die of the necromental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

Drench (Ex): The necromental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals necromental’s HD).

Vortex (Su): The necromental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the necromental can move through the water or along the bottom at its swim speed.

The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the necromental’s size. The necromental controls the exact height, but it must be at least 10 feet.

The necromental’s movement while in vortex form does not provoke attacks of opportunity, even if the necromental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the necromental moves into or through the creature’s space.

Creatures one or more size categories smaller than the necromental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex’s effects varies with the necromental’s size. The save DC is Strength-based.

Creatures trapped in the vortex cannot move except to go where the necromental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a −4 penalty to Dexterity and a −2 penalty on attack rolls. The necromental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.

The necromental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned necromental always ejects trapped creatures before returning to its home plane.

If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the necromental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.

An necromental in vortex form cannot make slam attacks and does not threaten the area around it.

Skills: A water necromental 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.

Water Necromental Sizes
Vortex
NecromentalHeightWeightSave DCDamageHeight
Small4 ft.34 lb.131d410–20 ft.
Medium8 ft.280 lb.151d610–30 ft.
Large16 ft.2,250 lb.192d610–40 ft.
Huge32 ft.18,000 lb.252d810–50 ft.
Greater36 ft.21,000 lb.282d810–60 ft.
Elder40 ft.24,000 lb.312d810–60 ft.

Source: Libris Mortis, page 112.