Actions/Abilities/Traits: (OSR)
Special
|Breath Weapon|own breath weapon.|Constrict
You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).
Special
|Breath Weapon|own breath weapon.|Constrict
Create Life At will, an elohim can create any one plant or living creature. A creature created can have no more than 4 Hit Dice and be no larger than Large size, and is not under the elohim's control.
Special
|Breath Weapon|own breath weapon.|Constrict
Dual Initiative The monster gets two turns each round, one on its initiative count and another on its initiative count - 20. For example, if the monster's initiative is 23, for its first turn it could make a full attack (and take a 5 foot step) at initiative 23, and for its second turn at initiative 3 it could take a move action and cast a spell. This allows the monster to perform two actions per round that normally take an entire round, such as using a summon monster spell. For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the creature's round or the start of its turn such as saving throws against ongoing effects or taking bleed damage, only the monster's first turn each round counts toward such durations.
Special
|Breath Weapon|own breath weapon.|Constrict
Fortification Plantbringer The monster has an 50% chance to treat any critical hit or sneak attack or precision damage as a normal hit.
Special
|Breath Weapon|own breath weapon.|Constrict
Regeneration You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
Special
|Breath Weapon|own breath weapon.|Constrict
Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Special
|Breath Weapon|own breath weapon.|Constrict
All plants within a 1-mile radius of you grow at double their normal rate and don't suffer from any diseases or maladies. Furthermore, allied plant creatures within 30 feet of you gain fast healing 5. If you use plant shape or wild shape to take the form of a plant, you gain this fast healing in plant form.
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Combat Casting
Action
Feat 10
Iron WillM
Action
Feat 11
Vital Strike
Action
Feat 2
Combat Reflexes
Action
Feat 3
Dodge
Action
Feat 4
Great FortitudeM
Action
Feat 5
Greater Vital Strike
Action
Feat 6
Improved Great Fortitude
Action
Feat 7
Improved InitiativeM
Action
Feat 8
Improved Iron Will
Action
Feat 9
Improved Vital Strike
Action
Melee 1
2 claws +27 (2d8+7)
Action
Melee 2
8 tentacles +22 (2d8+3 plus grab)
Special
1/day
create demiplane, mage's disjunction
Special
3/day
circle of death (DC 23), disintegrate (DC 23), power word stun
Special
5/day
control weather, greater dispel magic, greater polymorph, heal, plane shift (DC 24), terraformMA
Special
At will
baleful polymorph (DC 22), charm monster (DC 21), etherealness, rest eternal, shapechange, stone shape, greater teleport (self plus 50 lbs. of objects only)
Special
Constant
deathwatch, mind blank, speak with animals
Special
Create Life (Su)
At will, an elohim can create any one plant or living creature. A creature created can have no more than 4 Hit Dice and be no larger than Large size, and is not under the elohim's control.
Special
Natural Spellcasting (Su)
An elohim can cast spells in any shape, similar to the Natural Spell feat.