Flame Necromental

The party encountered the Necromental, a being forged of necromantic fire and molten steel, on the second basement of the Cannith Forge. The Necromental emerged from the furnace, igniting the alchemical chemicals in the room and surrounding the party with a ring of flame. By manually activating the fire extinguishing system, the party managed to weaken the necromental and prevent it from regenerating by quenching the surrounding inferno. The weakened creature soon fell to the combined might of the party and was reduced into a pool of molten steel.

The necromental is assumed to have been a fire elemental that was used by Cannith to power their weapon and armor forges. Slain by the forces of the Weaver, it rose again as a Necromental due to the saturation of negative energies in the Forge. It is not known whether the Weaver had intended this, or whether the creation of the necromental was incidental.


Large Fire Necromental

Size/Type: Large Undead (Augmented Elemental, Fire, Extraplanar)
Hit Dice: 8d12 (61 hp)
Initiative: +9
Speed: 50 ft. (10 squares)
Armor Class: 20 (–1 size, +5 Dex, +6 natural), touch 14, flatfooted
15
Base Attack/Grapple: +6/+10
Attack: Slam +11 melee (2d6+2 plus 2d6 fire plus energy drain)
Full Attack: 2 slams +11 melee (2d6+2 plus 2d6 fire plus energy drain)
Space/Reach: 10 ft./10 ft.
Special Attacks: Burn, Energy Drain DC 14
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, undead traits, immunity to fire, vulnerability to cold, Fast Healing 3
Saves: Fort +3, Ref +9, Will +7
Abilities: Str 14, Dex 21, Con -, Int 1, Wis 10, Cha 1
Skills: Listen +5, Spot +6
Feats: Dodge, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB, Great FortitudeB

Create Spawn (Su):

An elemental slain by a necromental’s energy drain attack rises as a necromental 1d4 days after death.

Energy Drain (Su):

Living creatures hit by a necromental’s natural weapon attack gain one negative level. A necromental can use its energy drain ability once per round, regardless of the number of natural weapon attacks the necromental possesses. The save DC to remove the negative level 24 hours later is 10 + 1/2 the necromental’s HD. When a necromental bestows a negative level on a victim, it gains 5 temporary hit points (10 on
a critical hit). These temporary hit points last for up to 1 hour.

Fast Healing (Ex):

A necromental heals 3 points of damage each round as long as it has at least 1 hit point and is within 5 feet of some form of its element (air for necromentals with the air subtype; earth, stone, or metal for necromentals with the earth subtype; flame for necromentals with the fire subtype; or water
for necromentals with the water subtype).