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Lava Child

This squat, clawed humanoid is hunched and pink-skinned, with an oversized head. Its face is that of a fanged and insane human baby, and its mouth opens far wider than it should.

Lava Child CR 3

Source Misfit Monsters Redeemed pg. 43
XP 800
N Medium monstrous humanoid (earth, fire)
Init +1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +8

Defense

AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 30 (4d10+8)
Fort +5, Ref +5, Will +5
Immune earth magic, fire, and metal
Weaknesses vulnerability to cold and water

Offense

Speed 30 ft., burrow 10 ft.
Melee 2 claws +6 (1d4+2), bite +6 (1d4+2 plus 1d6 fire)
Special Attacks magma throwing, rend (2 claws, 1d4+3)

Statistics

Str 15, Dex 12, Con 14, Int 10, Wis 13, Cha 13
Base Atk +4; CMB +6; CMD 17
Feats Great Fortitude, Power Attack
Skills Bluff +5, Intimidate +8, Knowledge (dungeoneering) +1, Knowledge (nature) +2, Knowledge (planes) +1, Perception +8
Languages Common, Draconic, Ignan, Terran
SQ earth glide

Ecology

Environment volcanic underground
Organization solitary or cyst (2-40)
Treasure standard (no metal, double gems)

Special Abilities

Earth Glide (Ex) A burrowing lava child can pass through stone, dirt, metal, lava, or almost any other sort of earth as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripples or other signs of its presence. A move earth spell cast on an area containing a burrowing lava child flings the creature back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

Immunity to Earth Magic (Ex) A lava child is immune to any spell or spell-like ability that allows spell resistance and has the earth descriptor.

Magma Throwing (Su) A lava child can cough up a ball of magma into its hand as a move action. It remains hot as long as the lava child holds it, but cools to the ambient temperature 1 round after it is released. A lava child can throw a magma ball as if it were a flask of alchemist’s fire, or add its damage to one successful claw attack. It can use this ability a number of times per day equal to its Hit Dice. On any round in which the lava child remains partially immersed in molten stone and does not leave it, it may scoop up a handful as a move action and then throw it as if using this ability, but that action does not count toward its daily limit.

Metal Immunity (Su) Lava children ignore the presence of metal and are able to pass through it as easily as air. They are immune to metal weapons, and their attacks ignore any AC bonus (including enhancement bonuses) from metal armor and shields.

Vulnerability to Cold and Water (Ex) Spells and effects with the water or cold subtype inflict +50% damage against lava children (though these vulnerabilities do not stack—effects that are both cold and water still deal only an additional +50% damage). Splashing a lava child with at least 1 gallon of water inflicts 1d6 points of nonlethal damage. Immersion in water causes lava children to take 2d6 points of damage per round and affects them as a slow spell while they remain submerged.

Description

Lava children are ill-tempered creatures created by shaitan genies. Shaped like stunted humanoids with the hideous heads of fanged infants, they prefer to reside in volcanoes. Typical lava children are 5 feet tall and 450 pounds.

Variants

Because of their strange means of reproduction, lava children have branched out over the generations into a number of distinct variations. Below are some of the most common.

Chieftains (+1 CR): The most important of all lava children variants are the chieftains, those exceptional lava children who employ magic and rhetoric to inspire or browbeat their cystmates into obedience. Lava children chieftains are visually indistinguishable from ordinary lava children, but often bear several innate magical abilities passed down from parent to offspring in what the chieftains (sometimes referred to as priests, though not necessarily affiliated with a deity) claim are a physical manifestation of their right to lead. Divine right or otherwise, lava children chieftains are most likely to lead from the rear, using their lava channel ability to heal lava children and other elemental creatures commanded into their service, while simultaneously unleashing their spell-like abilities to defend their cysts or make war upon those who fail to show proper deference. For reasons not entirely understood, lava children chieftains are much longer-lived than ordinary lava children, with a lifespan similar to that of dwarves. Lava children chieftains have the advanced creature template (Pathfinder RPG Bestiary 294) and the following abilities:

Spell-Like Abilities (CL 5th; concentration +7):
At will—faerie fire
3/day—pyrotechnics (DC 15), stone shape
1/day—contact other plane (earth or fire elemental plane only), summon nature's ally III (creatures with earth or fire subtype only)

Lava Channel (Su): Three times per day, a lava child chieftain can channel volcanic energy to produce an explosion of molten rock, which functions like the channel positive energy ability of a cleric, except that it heals 3d6 points of damage for creatures with the earth or fire subtypes and does 3d6 points of fire damage to all others.

Lava Form (Su): A lava child chieftain can shift between its solid body and one made of molten rock as a standard action. In lava form, the chieftain gains the elemental subtype, and its claw attacks add +1d6 fire damage. Any creature grappling or striking the lava form with natural weapons or natural attacks takes 1d6 points of fire damage. It can remain in this form for up to 5 minutes per day; this duration does not need to be consecutive, but it must be used in 1-minute increments.

Behemoth (+1 CR): This rare caste of warrior lava children was designed by its creators for espionage missions into especially dangerous regions. Though most behemoths succumbed to the high mortality rate that came with following their creators’ orders, a few managed to survive and breed. Lava children behemoths have the giant creature template (Pathfinder RPG Bestiary 295) and Improved Bull Rush as a bonus feat. They gain the following special attack.

Tremor (Ex): Once per day as a standard action, a lava child behemoth can slam its fists to the ground to create an earth tremor. The behemoth makes a trip attempt against all adjacent creatures. This action does not provoke an attack of opportunity and the behemoth is not at risk of being knocked prone. Multiple behemoths can cooperate to affect a larger area; as long as each behemoth uses this ability at the same time and is adjacent to at least one other behemoth using this ability, the affected area increases by 5 feet in all directions.

Youths and Ancients (–1 CR): While mature lava children are Medium-sized, they are smaller at both the beginning and the end oflife. Newborn lava children are already the size of halflings, and grow quickly to full size within 6 years. At the opposite end oflife, the venerable lava children past 70 years of age lose their strength and mass as their bodies slowly wither. Both youths and ancients use the young creature simple template (Pathfinder RPG Bestiary 295); the latter also apply venerable age modifiers (Pathfinder RPG Core Rulebook 169).