# Weird, Fire >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >slams: 1d6 (×2) > >Melee/Ranged: +19/+16 > >Secondary: +14/+11 > >Multiattack: +17/+14 > >M/R_PA: +19/+16 > >2nd/PA: +14/+11 > >MA_PA: +17/+14 > >Itterative: 3 > > xDmg:: Str: +5; Str2: +7; StrOH: +2; StrPA: +5; StrPA2H: +7; StrPAOH: +2 > > xDCs:: Str: 22; Dex: 19; Con: 20; Int: 22; Wis: 23; Cha: 23 > > xFeat:: 7/8 (1) > > xClasSkil:: Acrobatics, Diplomacy, Fly, Intimidate, Knowledge (geography), Knowledge (history), Knowledge (local), Perception, Sense Motive, Spellcraft, Stealth > > SaveDiff:: +/- 4 > > xLang:: 0/5 (5) <div class="grid-container"><div class="MON">Fire Weird</div> <div class="CR">CR 12 (19,200 XP)</div> <div class="SOU">Monster Manual 2</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Large Outsider (elemental, fire) **Init** +6 **Perception** +28 #### defense **AC** 15, 11 touch, 13 flat-footed (+2 Dex, +4 natural, –1 size) **hp** 120 (15d10+45); regeneration 10 **Fort** +10, **Refl** +13, **Will** +15 **Feint** 38, **Demoralize** 31 **SR** 23 #### offense **Speed** 30 ft., fly 60 ft. (perfect) **Melee** 2 slams +19 (2d6+7 plus burn) **Space** 10 ft., **Reach** 10 ft. **Special Attacks** elemental command, elemental pool, prescience Sorcerer Spells Known (CL 18th, Concentration +24) > 0 (at-will)— 0 > 1st (8/Day)— 1 > 2nd (8/Day)— 2 > 3rd (7/Day)— 3 > 4th (7/Day)— 4 > 5th (7/Day)— 5 > 6th (7/Day)— 6 > 7th (6/Day)— 7 > 8th (5/Day)— 8 > 9th (3/Day)— 9 #### statistics **Str** 21, **Dex** 14, **Con** 17, **Int** 20, **Wis** 23, **Cha** 22 **BAB** +15, **CMB** +21, **CMD** 33, **TA** +19, **RTA** +16 **Feats** [[Alertness]], [[Dodge]], [[Empower Spell]], [[Great Fortitude]], [[Improved Initiative]], [[Lightning Reflexes]], [[Maximize Spell]] **Skills** Acrobatics +17, Diplomacy +21, Fly +26, Intimidate +21, Knowledge (geography) +20, Knowledge (history) +20, Knowledge (local) +20, Perception +28, Sense Motive +28, Spellcraft +20, Stealth +18 **Languages** #### special abilities ### Elemental Command (Su) A weird can attempt to gain control over any elemental within 100 feet regardless of the latter's elemental type. The elemental must make a successful Will save (DC 23) or succumb to the weird's control. An elemental that saves against this attack it immune to that weird's elemental command ability for 24 hours. There is no limit to the number of elementals that a weird can control. Once under the weird's control, an elemental serves the weird until either it or the weird dies, until the weird dismisses it, or until the duration for its summoning expires. It obeys the weird explicitly, even if ordered to attack the being who originally summoned it. The weird does not need to concentrate to maintain control over any elemental it commands. ### Elemental Pool (Su) Each weird dwells within a large pool (at least 20 feet across and 40 feet deep) filled with the purest form of its element. The pool is always secured to a flat surface such that its depth forms a hollow within that surface. The surface must have sufficient depth to accommodate the pool. An elemental pool can also exist as a separate area inside a larger volume of the same element. The base of the pool contains a portal to the weird's native plane. Three times per day, the weird can summon forth 2d4 huge elementals, 1d2 greater elementals, or 1 elder elemental through this portal. Any non-elemental creature entering a pool without the weird's permission must succeed at a Fortitude save (DC 20) each round or be irrevocably transformed into the elemental material of the pool. Creatures granted access to the pool by the weird are not subject to transformation. However, creatures allowed to enter a pool must still provide their own protection from the elemental material, as well as the means to breathe and move within that environment. A weird is physically tied to its pool and cannot leave except to return to its native plane through the portal. A weird may rise up to a height of 10 feet above the surface of its pool, but the lower part of its body must always remain in contact with the elemental material. Once a weird exits the pool for its native plane, the portal closes, and the pool loses its special effects. Fire Pool: This pool contains a torrent of dancing flames that burn and smoke continually. Unprotected flammable materials within a fire pool catch on fire immediately, and any creature within the pool takes 3d10 points of fire damage per round. Creatures without the ability to fly cannot move through this pool, except by falling. A fire weird's pool may be affixed to any vertical or horizontal surface, and it may appear only in a right side up position (such as on the floor of a cavern). ### Prescience (Su) At will and as a free action, a weird can duplicate the effect of any of the following divination spells: Analyze dweomer clairaudience/clairvoyance, contact other plane, detect thoughts, discern location, find the path, foresight, greater scrying, legend lore, locate creature, locate object, tongues, true seeing, vision. Caster level 18th; save DC 16 + spell level.