Edit.: They have now been errata'd by the ever-watchful Inifiniti2000.
Lareth the Beautiful, Champion of Elemental Evil
Clr7 Medium-sized Male Half-earth/Half-air/Half-fire/Half-water Elemental
HD: 7d8+49 (88 hp)
Init: +9
Speed: 30ft
AC: 25 (+5 Dex, +4 armor, +6 natural)
Attacks: +14 melee (1d6+10, mw quarterstaff) or +13 melee (1d8+8/19-20 blade of force); +10 ranged (10d6 blast of force)
Face/Reach: 5' x 5'/5'
Special Atks: Rebuke undead 4/day
Special Qualities: Insanity, +4 to Fortitude saves vs poison, Immune to: disease, cold effects, fire effects, water effects and earth effects
Saves: Fort +12, Ref +7, Will +10;
Abilities: Str: 24, Dex: 21, Con:24, Int: 15, Wis:23, Cha: 12
Alignment: CE
Skills: Concentration +11, Diplomacy +7, Knowledge (religion) +6, Spellcraft +8
Feats: Combat Casting, Improved Initiative, Power Attack, Weapon focus (quarterstaff)
CR: 12
Domains: Evil, Madness (All evil spells at +1 caster level, 1/day add Insanity score to Wis-based roll)
Insanity (Ex): Insanity Score 3. Wis 26 for bonus spells and DC's, Wis 20 for all other Wis-based checks.
Spells Prepared (6/7/6/5/4 -- DC 18 + spell level)
6/6 - 0: detect magic, guidance, inflict minor wounds, light, read magic, resistance
7/7 - 1st: bane, cause fear, divine favor, doom, protection from good, sanctuary, shield of faith
6/6 - 2nd: bull's strength, death knell, endurance, Tharizdun's touch (3)
5/5 - 3rd: bestow curse, dispel magic, invisibility purge, rage, searing light
4/4 - 4th: confusion, divine power, greater magic weapon, poison
Spell-like abilities(Sp): (7th level caster. Save DC 11 + spell level) 2/day - obscuring mist. 1/day - wind wall, gaseous form, air walk, magic stone, soften earth and stone, stone shape, spike stones, burning hands, produce flame, flaming sphere, wall of fire, fog cloud, water breathing, control water.
Treasure: Ochre robes, masterwork quarterstaff, rings of force armor (any creature touching Lareth with bare flesh takes 1d4 points of damage), cloak of arachnidia, rod of force (3 functions usable a total of 5 times per day in combination: Blast of force - ranged touch attack does 10d6 to a creature within 100 feet. Wall of force - as the spell cast by a 13th level mage. Blade of force - 3 foot glowing blade can be used as a +1 brilliant energy longsword for 10 rounds.)
Lareth the Beautiful
Clr7 Medium sized Male Demonically Infused Earth/Air/Fire/Water Elemental
HD: 7d8+28 (67 hp)
Init: +11
Speed: 30ft, fly 100 (perfect), burrow 20 feet, swim 90 feet
AC: 28 (+7 Dex, +4 armor, +3 natural, +4 haste)
Attacks: +14 melee (1d6+10, mw quarterstaff) or +13 melee (1d8+8/19-20 blade of force); +12 ranged (10d6 blast of force)
Face/Reach: 5x5/5
Special Atks: Rebuke undead 1/day, air mastery, heat, burn, haste, smite good 1/day +7
Special Qualities: Insanity, elemental qualities, darkvision 60', tremorsense, damage reduction 10/+1, SR 14, cold resistance 10
Saves: Fort +9, Ref +9, Will +8;
Abilities: Str:24, Dex: 25, Con:18, Int: 13, Wis:19, Cha: 8
Alignment: CE
Skills: Concentration +12, Diplomacy +5, Knowledge (religion) +9, Spellcraft +11
Feats: Combat Casting, Improved Initiative, Power Attack, Weapon focus (quarterstaff), Flyby Attack
CR: 12
Insanity(Ex): Insanity Score 3. Wis 22 for bonus spells and DC's, Wis 16 for all other Wis-based checks.
Air Mastery (Ex): Airborne creatures suffer a -1 penalty to attack and damage rolls against Lareth.
Earth Mastery (Ex): Lareth gains a +1 bonus to attack and damage if both he and his foe touch the ground. If the foe is airborne or waterborne and Lareth is touching the ground he suffers a -4 penalty to attack and damage rolls.
Burrow (Ex): Lareth can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's.
Tremorsense (Ex): Lareth can automatically sense the location of anything within 60 feet that is in contact with the ground.
Heat (Ex): Lareth does an additional 1d4 fire damage any time he makes an unarmed attack.
Burn (Ex): Creatures struck by an unarmed attack from Lareth must succeed at a DC 14 Reflex save or catch fire. The flame burns for 1d4 rounds. Creatures hitting Lareth with natural weapons or unarmed attacks take 1d4 fire damage and also catch fire unless they succeed at a DC 14 Reflex save.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Water Mastery (Ex): Lareth gains a +1 bonus to attack and damage if both he and his foe touch water. If the foe is landbound and Lareth is touching the water he suffers a -4 penalty to attack and damage rolls.
Drench (Ex): Lareth's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin, if these are of Large size or smaller. Lareth can dispel any magical fire he touches as a dispel magic cast by a 7th level sorceror.
Haste (Su): Lareth's demonic infusion gives him an additional partial action and a +4 haste bonus to AC as if always hasted.
Smite Good (Su): Once per day, Lareth can make a normal attack to deal +7 additional points of damage against a good foe. Lareth must decide to use his smite power before his attack. A missed smite good attack is wasted.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Domains: Evil, Madness (All evil spells at +1 caster level, 1/day add Insanity score to Wis-based roll)
Spells Prepared (6/7/6/4/3 -- DC 16 + spell level)
6/6 - 0: detect magic, guidance, inflict minor wounds, light, read magic, resistance
7/7 - 1st: bane, cause fear, divine favor, doom, protection from good, sanctuary, shield of faith
6/6 - 2nd: bull's strength, death knell, endurance, Tharizdun's touch (3)
4/4 - 3rd: dispel magic, invisibility purge, rage, searing light
3/3 - 4th: confusion, greater magic weapon, poison
Treasure: Ochre robes, masterwork quarterstaff, rings of force armor (any creature touching Lareth with bare flesh takes 1d4 points of damage), cloak of arachnidia, rod of force (3 functions usable a total of 5 times per day in combination: blast of force - ranged touch attack does 10d6 to a creature within 100 feet. Wall of force - as the spell cast by a 13th level mage. Blade of force - 3 foot glowing blade can be used as a +1 brilliant energy longsword for 10 rounds.)
