# Spirit of the Land >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >bite: 2d6 (×2) > >Melee/Ranged: +8/+9 > >Secondary: +3/+4 > >Multiattack: +6/+7 > >M/R_PA: +5/+6 > >2nd/PA: +0/+1 > >MA_PA: +3/+4 > >Itterative: 2 > > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +6; StrPA2H: +9; StrPAOH: +3 > > xDCs:: Str: 20; Dex: 21; Con: 30; Int: 25; Wis: 24; Cha: 27 > > xFeat:: 10/10 (0) > > > > > > xLang:: 0/5 (5) <div class="grid-container"><div class="MON">Spirit of the Land</div> <div class="CR">CR 23 (819,200 XP)</div> <div class="SOU">Monster Manual 3</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Huge Fey (incorporeal) **Init** +1 **Senses** all-around vision; **Perception** +27 #### defense **AC** 16, 16 touch, 15 flat-footed (+7 deflection, +1 Dex, -2 size) **hp** 260 (20d6+200); fast healing 10 **Fort** +16, **Refl** +13, **Will** +16 **Feint** 37, **Demoralize** 34 **Defensive Abilities** natural invisibility **SR** 34 #### offense **Speed** fly 60 ft. (perfect) **Melee** bite +4 incorporeal touch (1d6 nonlethal) **Space** 15 ft., **Reach** 15 ft. **Special Attacks** air mastery, earth mastery, elemental manifestation, feats, natural invisibility, swim, water mastery #### statistics **Str** —, **Dex** 13, **Con** 30, **Int** 20, **Wis** 19, **Cha** 25 **BAB** +10, **CMB** +9, **CMD** 27, **TA** +8, **RTA** +9 **Feats** [[Cleave]], [[Combat Expertise]], [[Dodge]], [[Great Cleave]], [[Improved Bull Rush]], [[Improved Disarm]], [[Improved Sunder]], [[Improved Trip]], [[Mobility]], [[Power Attack]] **Languages** #### special abilities ### Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against a spirit of the land manifested as air. ### Earth Mastery (Ex) A spirit of the land 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 spirit of the land takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the spirit of the land is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.) ### Elemental Manifestation (Su) Once per day, a spirit of the land can assume a form composed of elemental material (air, earth, fire, or water), so long as that element exists in some form on its terrain. In elemental form, a spirit of the land is no longer invisible or incorporeal. It gains the element-specific qualities - noted in the appropriate manifestation section below and loses the benefits of the incorporeal subtype. Should a spirit of the land's elemental manifestation be destroyed, the monster dissipates but is not slain. A dissipated spirit of the land must wait 24 hours before it can use any of its abilities again. While a spirit of the land is manifested, the following changes to its statistics are in effect: AC 19, touch 9, flat-footed 18; Atk +14 melee; (2d8+6, 2 slams); SQ DR 30/+3; Str 23. ### Feats (Ex) A spirit of the land has access to the feats marked with an asterisk only while it is manifested. ### Natural Invisibility (Su) While incorporeal, a spirit of the land remains invisible even when it attacks. This ability is always active, but the monster can suppress or resume it as a free action. ### Swim (Ex) A spirit of the land manifested as water can swim at a speed of 60 feet. ### Water Mastery (Ex) A spirit of the land manifested as water gains a +1 bonus on its attack and damage rolls if its opponent is touching water.