Living Magma
Level 13Attacks
Abilities
Any creature that hits the living magma with an unarmed Strike or otherwise touches it takes 10[fire] damage. If a gallon or more of water touches the living magma, or if it's affected by a water effect, its outer layer of lava hardens to a rocky shell, deactivating its molten form and imposing weakness 15 to bludgeoning damage. Molten form reactivates if the living magma swims in lava for 1 minute.
Frequency once per round
Trigger A creature hits the living magma with a melee weapon
Effect The living magma attempts an athletics check against the triggering creature's Athletics DC. On a success, the living magma traps the weapon in its body and pulls it from the attacker's grasp. A creature can Interact to retrieve the weapon, but the attempt fails unless the creature succeeds at an athletics check against the living magma's Fortitude DC (typically 36). If the living magma uses Engu
DC 33 reflex, 2d10 bludgeoning 4d6 fire damage, , Rupture 25
The living magma hurls an exploding glob of lava up to 120 feet. Each creature in a 10-foot area takes 7d6 fire damage (DC 33 reflex save).
Requirements The living magma is not in molten form
Effect The living magma returns to molten form.
40 feet. Any creature that enters or starts its turn in the aura takes 15[fire] damage (DC 33 fortitude save). A creature that fails its save is also Enfeebled 1 until it's no longer in the aura.
Living magmas can lie dormant for centuries below the earth before they awaken from their slumber in a fiery a volcanic eruption. This is especially dangerous when entire colonies of the molten elementals arise at the same time.
The ifrits of the Dominion of Flame conscript even more of the plane's fire elementals in preparation for new wars in the returned planes, even mobilizing ones that rarely travel near settlements.