Good Archomental

Champions who rose to oppose their evil counterparts, the four good archomentals of water, air, earth and fire are proud, flawed and frequently at odds with one another.

Setting: Planescape · Sources: Planescape III

Overview

Most good archomentals were probably ordinary elementals that grew in might, rising in answer to the growing strength of their evil rivals. Only Ashkar Vel is said to share blood with an evil prince.

Like their evil kin, each can, once per round at will and at 20th level, use teleport without error, know alignment, dispel magic, detect invisibility, a 12-hour suggestion or a day-long infravision; read magic and comprehend languages thrice daily; a 600-pound telekinesis once daily; and the ability to converse with any intelligent creature.

Merrovan, Prince of Good Water

Hidden in a deep recess of a great coral reef, he rules the good water elementals. He is arrogant and selfish, but he opposes evil relentlessly and looks after his subjects. He mostly ignores Thessaryne, yet has feuded with Ilaeth and Ashkar Vel, who find him repellent and narrow-minded about anything beyond his own plane.

He is a tall humanoid of water whose huge clawed hands deal 3d6 each. Three times a day he can lower water, part water and raise, underwater only, a barrier of water as strong as a triple-strength wall of ice. At will he can grant water breathing for as long as he chooses. Once a day he summons 10d10 tritons, 2d4 nereids or 1d3 water elementals. Only +2 or better weapons hurt him, and blades do half damage passing through his body. Poison, paralyzation and petrification do not affect him.

Ilaeth, Princess of Good Air

An invisible swirl of gentle air, she is mistress of soft breezes and quiet sounds, yet can rage like a gale or tornado when needed, striking twice a round for 2d10. She keeps the evil Sirrhas under constant watch, cramping his schemes, but he can spy on her just as easily, and this standoff of silent threats will likely last for ages. She also nurses a bitter rivalry with Merrovan; they do not fight but refuse to aid each other or anyone allied with the other. She divides her time between a floating glass palace and roaming her plane.

Only +2 or better weapons hit her. Three times a day each she can use cloudkill, solid fog, stinking cloud, and triple-strength gust of wind and wind wall; once a day she can control weather, taking effect instantly over 30 square miles, and summon 1d8 air mephits, 1d4 aerial servants, 1d3 djinn or 1d3 air elementals.

Talmara, Princess of Good Earth

She appears as a tall, powerful woman with features carved from stone. She does not seek followers, yet earth elementals, galeb duhr, xorn and others come to her fortress, built in a cavern beneath an endless cascade of sand that drains into a seemingly bottomless pit nearby. Rumor says she means to hurl Krolgath into it, but she would more likely just pound him: each fist deals 3d12.

Three times a day she uses stone to flesh, stone shape, move earth, and double-strength wall of stone and wall of iron; once a day she animates a mass of rock as animate object. Only +2 or better weapons harm her, and she is immune to petrification and poison. Once a day she summons 3d6 sandlings, 2d6 pech, 1d4 xorn, 1d4 galeb duhr or 1d3 earth elementals.

Ashkar Vel, Prince of Good Fire

Said to be Vulkareth's illegitimate son, he inherited a share of his father's power. He rose swiftly among the fire elementals and raised an army of them along with azer, firetails and other fiery beings, massed it on a scorched plain and stormed his father's fortress. He badly misjudged his foe: the evil prince routed the army and captured, converted or destroyed many of the prisoners. Now he hides and heals, waiting for another chance to end his father's tyranny. He is the weakest good prince and knows it, but he will not repeat his overconfidence, nor will he quit.

Physically he is a red-skinned humanoid 10 feet tall, black-eyed and black-haired, the hair worn long. At will he conjures a flaming sword dealing 3d10. Three times a day he casts a 12d6 fireball, double-damage flame arrow and a wall of fire of double size and damage. His touch ignites combustibles, and he can snuff any flame within 20 feet. Once a day he summons 1d6 azer, 1d4 firetails or 1d2 fire elementals. Only +2 or better weapons harm him, and lesser or unenchanted weapons melt on contact. Cold and water attacks deal 1 extra point per die.

More: Monsters starting with G · Planescape monsters · All monsters A-Z
Related: Evil Archomental

Statistics

MerrovanIlaethTalmaraAshkar Vel
Climate/TerrainPlane of WaterPlane of AirPlane of EarthPlane of Fire
FrequencyUniqueUniqueUniqueUnique
OrganizationSolitarySolitarySolitarySolitary
Activity CycleAnyAnyAnyAny
DietCarnivoreCarnivoreCarnivoreCarnivore
IntelligenceGenius (17)Genius (18)Exceptional (16)Genius (17)
TreasureU,ZH,S,UH,U,ZR,U
AlignmentNeutral goodNeutral goodNeutral goodNeutral good
No. Appearing1111
Armor Class-4-6-7-3
Movement12, Sw 18Fl 48 (A)912
Hit Dice90 hp90 hp115 hp80 hp
THAC05555
No. of Attacks2221
Damage/Attack3d6/3d62d10/2d103d12/3d123d10
Special AttacksSpellsSpellsSpellsSpells, burning touch
Special DefensesSee belowSee belowSee belowSee below
Magic Resistance80%85%70%60%
SizeL (18' tall)L (10' diameter)L (12' tall)L (10' tall)
MoraleFearless (20)Fearless (20)Fearless (20)Fearless (20)
XP Value24,00028,00029,00023,000