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Quasi-Elemental, Obsidian (Huge)

This creature is a powerfully built, roughly humanoid-shaped monolith of black stone. Its hands end in wicked, serrated and jagged claws. No facial features can be discerned.

Huge Obsidian Quasi-Elemental CR 5

XP 1,600
N Huge outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft.; Perception +11


AC 17, touch 7, flat-footed 17 (-1 Dex, +10 natural, -2 size)
hp 76 (8d10+32)
Fort +6, Ref +5, Will +6
DR 5/--; Immune elemental traits; Resist cold 10, fire 10


Speed 20 ft.
Melee 2 claws +14 (2d6+8/19-20)
Special Attacks death throes, molten glass (2d8 fire, DC 18)


Str 26, Dex 8, Con 19, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +18; CMD 27
Feats Cleave, Great Cleave, Improved Critical (claw), Improved Natural AttackB, Power Attack
Skills Knowledge (planes) +9, Perception +11, Sense Motive +11, Stealth +2
Languages Terran


Death Throes (Ex)

When reduced to 0 or less hit points, an obsidian quasi-elemental explodes in a cloud of razor-sharp bits of obsidian. All creatures within a 30-ft radius take 6d6 damage. A DC 18 Reflex save reduces it to half. The save DC is Constitution-based.

Molten Glass (Ex)

A successful hit against an obsidian quasi-elemental with a piercing or slashing weapon (or piercing or slashing natural attack) that deals damage equal to its current HD opens a wound that spurts molten glass. The wound bleeds for 1d4 rounds and any creature within 5 feet must make a DC 18 Reflex save or take 2d8 fire damage from the splash. A new save must be made each round the wound bleeds and a creature is within the area. The save DC is Constitution-based.

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