Hey all. Been a while since I've been on here. Glad to see so much activity still going on.
Got some more stats if anybody is interested...
THE HIGH MASTER ILLITHID, CR 18 (XP 153,600)
Bluetspur illithid occultist 20
LE Medium aberration (psychic)
Init +8; Senses darkvision 60 ft.; Perception +45
DEFENSE
AC 27, touch 14, flat-footed 23 (+4 Dex, +9 natural, +4 shield)
hp 256 (31d8+113)
Fort +21, Ref +18, Will +29
SR 19
OFFENSE
Speed 30 ft.
Melee 4 tentacles +27 (1d4+2 plus grab) or +5 wounding adamantine light mace +28/+23/+18/+13 (1d6+7 plus 1 bleed)
Ranged mwk light crossbow +28 (1d8/19-20); Range 80 ft.
Special Attacks mind blast (60 ft. cone, Will DC 22 negates, stunned for 3d4 rounds), remove brain
Base Statistics
Perception +43, Fort +18, Ref +15, Will +26; Melee 4 tentacles +27 (1d4+1 plus grab) or +3 adamantine light mace +27/+22/+17/+12 (1d6+4); Str 12; CMB +24 (+28 to start or maintian a grapple); CMD 38 (+2 per tentacle attached against breaking or reversing grapple)
Implement Schools
Abjuration (amulet of a Thaani nobleman [amulet of natural armor +5], 6 points)—Resonant warding talisman (+3); Focus energy shield (100 points of energy damage), mind barrier (40 points of damage), object seer (commune with object in possession)
Conjuration (compass of a Godefroy fisherman, 4 points)—Resonant casting focus (+2); Focus conjure implement (200 minutes), servitor (summon monster VII)
Divination (Tarokka Deck, 4 points)—Resonant third eye (+2); Focus danger sight (+10), sudden insight (+10)
Necromancy (femur of a lich, 3 points)—Resonant necromantic focus (80 HD, -1 saves); Focus mind fear (DC 29), psychic curse (DC 29)
Transmutation I (scepter of a dwarf lord [+3 adamantine light mace], 3 points; belt of a Renier adventurer, 3 points; vest of a D’Honaire stage magician, 3 points)—Resonant physical enhancement (+2 Str); Focus legacy weapon (+4), philosopher’s touch (7 weapons; 24 minutes)
Transmutation II (vest of a D’Honaire stage magician, 3 points)—Focus telekinetic mastery (24 rounds)
Transmutation III (boots of a Renier adventurer, 3 points);—Focus mind over gravity (24 minutes)
Occultist Spells Known (CL 20th; concentration +29 [+33 defensive])
6th (7/day)—animate objects, disintegrate (DC 25), globe of invulnerability, harm (DC 25), heal, legend lore, transformation
5th (7/day)—awaken construct, fabricate, greater dispel magic, overland flight, secret chest, true seeing, unwilling shield (DC 24)
4th (7/day)—death ward, echolocation, major creation, mind probe (DC 23), rapid repair, soothe construct, treasure stitching
3rd (7/day)—animate dead, clairaudience/clairvoyance, cure serious wounds, gaseous form, greater magic weapon, stone shape, thaumaturgic circle
2nd (7/day)—apport object, arcane lock, brow gasher (DC 21), locate object, make whole, spider climb, warp wood
1st (8/day)—charge object, crafter's fortune, mage armor, mindlink, pass without trace, sculpt corpse, warding weapon
0 (at will)—create water, detect psychic significance, grave words, mage hand, mending, open/close, resistance
Spell-Like Abilities (CL 8th; concentration +14 [+18 defensive])
Constant—mental barrier I
At will—charm monster (DC 20), detect thoughts (DC 18), levitate, plane shift (self only), suggestion (DC 19)
STATISTICS
Str 14, Dex 18, Con 16, Int 28, Wis 21, Cha 23
Base Atk +23; CMB +25 (+29 to start or maintian a grapple); CMD 39 (+2 per tentacle attached against breaking or reversing grapple)
Feats Ability Focus (mind blast), Alertness, Combat Casting, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Extra Mental Focus, Implement Focus, Improved Initiative, Iron Will, Lightning Reflexes, Rapid Focus Shift, Strong Implement Link (abjuration; amulet of a Thaani nobleman [amulet of natural armor +5]), Weapon Finesse, Weapon Focus (tentacle), Xenoglossy
Skills Craft (alchemy) +22, Craft (jewelry) +22, Craft (traps) +22, Craft (weapons) +30, Diplomacy +19, Disable Device +22, Disguise +19, Intimidate +19, Knowledge (arcana) +22, Knowledge (dungeoneering) +22, Knowledge (engineering) +22, Knowledge (geography) +22, Knowledge (history) +22, Knowledge (religion) +22, Perception +45, Sense Motive +43, Spellcraft +43, Stealth +38, Use Magic Device +50
Languages Undercommon, Balok, Forfarian, Thaani, Vaasi; telepathy 100 ft.
SQ aura sight, binding circles, fast circles, favored class (occultist; 20 hit points), implements (7), magic circles, magic item skill +10, mental focus (26 [4 points of which can only be used on a transmutation implement), object reading, outside contacts (3 medium lightning elementals), shift focus
Gear amulet of natural armor +5, The Rod of Rastinon
SPECIAL ABILITIES
Aura Sight (Su) The High Master Illithid can read the auras of creatures around it as a standard action. This functions as the aura sight spell with a duration of 1 round.
Binding Circles (Su) Whenever The High Master Illithid creates a magic circle it can expend 1 additional point of mental focus to make it a binding circle. A binding circle is invisible and counts as a trap. If a living creature of the corresponding alignment steps inside it, the trap triggers and binds the creature inside the circle. While it can move freely within the circle, it can't leave the circle, make attacks against targets outside the circle, cast spells that cross the circle's boundary (the circle blocks line of effect from the inside), or use any ability that would allow it to leave the circle or disturb the circle in any way. When the circle traps a creature in this way, the creature can attempt a Reflex save (DC 29) to dive out of the circle before the magic takes hold. A creature that can see the circle gains a +4 bonus on this save. If it fails its save, the creature must remain in the circle, although it can attempt a Will save at the same DC at the end of each hour of imprisonment to escape. A binding circle can be spotted with a successful Perception check (DC 35). It can also be disarmed using Disable Device, with the same DC. Anything crossing the boundary of the circle from the outside, such as a weapon, spell effect, or special ability, immediately breaks the circle and frees the creature trapped inside.
Casting Focus (Su) The High Master Illithid’s conjuration implement empowers the bearer's ties to the worlds beyond, allowing its spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell it casts that has a duration measured in rounds per level. If The High Master Illithid does so, it adds 1 to its caster level for every 2 points of mental focus stored in the implement (to a maximum 20). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell's duration, such as Extend Spell.
Conjure Implement (Sp) The High Master Illithid can expend 1 point of mental focus to conjure any item that qualifies as an implement that it knows how to use. This implement can be used as the item in question, functioning as a masterwork version of that item, and can also be used to cast The High Master Illithid’s psychic spells, even though it did not select it at the beginning of the day. For the transmutation school, The High Master Illithid must decide which set of spells the conjured implement will grant when it first conjures it. The implement can't be used to store mental focus or create any effects that require mental focus. The implement lasts for 200 minutes.
Danger Sight (Sp) As an immediate action, The High Master Illithid can protect itself from harm by expending 1 point of mental focus. The High Master Illithid can use this ability whenever it is the target of an attack or is required to attempt a saving throw against a special ability, spell, or trap. Doing so grants The High Master Illithid a +10 insight bonus to its AC or on its saving throw. This bonus applies only to the next attack against The High Master Illithid or saving throw it attempts, and if not applied by the end of the round, the protection fades and The High Master Illithid gains no benefit. Energy Shield (Sp) As a swift action, The High Master Illithid can expend 1 point of mental focus to surround itself with a shield that protects it from energy damage. Whenever The High Master Illithid takes acid, cold, electricity, or fire damage, the shield absorbs the damage (as protection from energy). The energy shield can absorb up to 100 points of energy damage. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn't stack with itself, with protection from energy, or with resist energy. The High Master Illithid can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1.
Fast Circles (Su) The High Master Illithid has learned to draw magic circles very quickly. It can draw a magic circle as a full-round action, but any circle drawn in this way has a duration of 20 minutes (unless it's drawn in conjunction with the outside contact class feature, in which case it lasts for 10 minutes as normal). If The High Master Illithid draws a binding circle in this way, its duration is 20 rounds.
Grab (Ex) The High Master Illithid can grab creatures of up to Large size with its tentacles. If The High Master Illithid begins its turn with at least one tentacles attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but The High Master Illithid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Implement Mastery (Su) The High Master Illithid has mastered the transmuation implement school. Whenever it uses a focus power from an implement of that school, the DC to resist any of the effects increases by 4 and it treats its occultist level as 4 higher when determining the effects and duration of that power. In addition, The High Master Illithid gains 4 extra points of mental focus, but these points must always be invested in implements of the mastered school. The High Master Illithid can't save these points or expend them for any ability other than the focus powers of those implements. The hardness of each of The High Master Illithid's implements of the mastered school increases by an additional 20 as long as the item has at least 1 point of mental focus stored within.
Implements (Su) Each implement school is represented by a small list of objects. Every day, The High Master Illithid selects one item from that school's list to be its implement for the day for each implement school he knows. The High Master Illithid needs only one such item to cast spells of the corresponding schools, except transmutaion, in which case it needs one item for each set of spells gained from that school. Implements don't need to be magic items, and non-magical implements don't take up a magic item slot even if they're worn. Implements that are not magic items are often of some historical value or of personal significance to The High Master Illithid. Whenever The High Master Illithid casts a spell, it must have the corresponding implement in its possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn't require any additional action. If The High Master Illithid lacks the corresponding implement, it can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell's level) to do so. Spells cast by The High Master Illithid without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question.
Legacy Weapon (Su) As a standard action, The High Master Illithid can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to +4. Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. The High Master Illithid can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to its maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Magic Circles (Su) The High Master Illithid has learned how to draw magic circles. To draw a circle, it must have chalk, salt, blood, powdered silver, or some other appropriate substance at hand (although it can press a magic circle into a softer surface such as dirt or clay). Drawing a circle takes 1 minute and requires The High Master Illithid to expend 1 point of mental focus (either generic focus or focus from any one of its implements). Once completed, this circle functions as a permanent magic circle against any alignment of The High Master Illithid's choosing. The circle can't be against a component of The High Master Illithid's alignment. The circle remains until its form is physically broken. Only a living creature can break the circle; environmental effects can't break it. The High Master Illithid can have only one circle created in this way at a time. If it creates a second circle, the first one loses all its magic powers. This type of magic circle can't normally be focused inward to bind an outsider.
Mental Focus (Su) The High Master Illithid has 24 points of mental focus, which it can invest into its implements at the beginning of the day to access its implement schools’ resonant and focus powers. The High Master Illithid can divide the focus in any way it desires. It takes 1 hour for The High Master Illithid to invest its implements with mental focus. Once The High Master Illithid invests mental focus in an implement, the implement gains its school’s resonant power, and The High Master Illithid can spend mental focus stored in the implement to access its focus powers. The implement grants its resonant power to whoever possesses it (allowing The High Master Illithid to aid allies, but making its spells more difficult to cast; see Implements above). The High Master Illithid must be holding its implements to expend their focus powers. The High Master Illithid can choose to save generic mental focus inside its own body instead of investing it. The High Master Illithid can expend generic focus on any focus power it knows, but doing so costs twice as many points of mental focus, and an implement into which it did not invest mental focus grants no resonant power. If one of its implements is lost or destroyed, the invested mental focus is lost. Mental focus refreshes once each day after The High Master Illithid sleeps for at least 8 hours.
Mind Barrier (Sp) As a swift action, The High Master Illithid can expend 1 point of mental focus to create a shield of mental energy around it that protects it from harm. The shield prevents a total of 40 points of damage. It lasts until the start of The High Master Illithid’s next turn or until exhausted. The High Master Illithid can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.
Mind Blast (Sp) The High Master Illithid can emit a powerful blast of pure mental energy that stuns all creatures within a cone-shaped area. Creatures caught in the area of a mind blast are stunned for 3d4 rounds (DC 22 negates). The High Master Illithid is immune to mind blasts from other creatures. This is a mind-affecting enchantment (compulsion) effect and the equivalent of a 4th-level spell.
Mind Fear (Sp) As a standard action, The High Master Illithid can expend 1 point of mental focus to cause a living creature to succumb to fear. The target must be within 30 feet of The High Master Illithid, and it can attempt a Will saving throw (DC 29) to negate the effect. If the target fails the save and has a number of Hit Dice less than or equal to The High Master Illithid, it is frightened for 1d4 rounds. If the target fails the saving throw and has a number of Hit Dice greater than The High Master Illithid, it is instead shaken for 1d4 rounds. This is a mind-affecting fear effect.
Mind Over Gravity (Sp) As a standard action, The High Master Illithid can expend 1 point of mental focus to give itself a fly speed of 60 feet with perfect maneuverability. This effect lasts for 20 minutes.
Necromantic Focus (Su) The High Master Illithid’s necromancy implement grants its possessor greater power over the undead. Whoever possesses the implement can control an additional 2 Hit Dice of undead for every point of mental focus invested in the item (to a maximum of 80 additional Hit Dice). Any spellcaster who bears the implement can add it as an additional focus component for a necromancy spell it casts to create undead. If it does so, it can create an additional number of HD of undead equal to the additional HD the implement allows him to control (apply this effect after doubling the HD of undead for desecrate, if applicable). Undead creatures take a –1 penalty on saving throws against spells cast by the bearer of this implement for every 4 points of mental focus invested in this implement.
Object Reading (Su) The High Master Illithid has learned how to read information from items it examines. Examining an item in this way requires it to spend 1 minute handling the item. If the item is a magic item, The High Master Illithid learns its properties and command word as if it had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless The High Master Illithid's class level is equal to or greater than the caster level of the item. If the item has any historical significance, The High Master Illithid learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 20 days ago, it learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature's appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock, but doesn't require a skill check and can be used at will.
Object Seer (Sp) As a full-round action, The High Master Illithid can expend 1 point of mental focus to gain insight into an object its your possession. The High Master Illithid can ask one question, but that question must be tied in some way to the object, such as the nature of its power, the identity of the creature that last possessed it, or even where the object was when a certain event took place. The High Master Illithid always receives an answer from the psychic impressions imprinted upon the item, but they are sometimes cryptic or misleading. This ability otherwise functions as commune.
Outside Contact (Su) The High Master Illithid has learned the true names of a trio of medium lightning elementals. Whenever The High Master Illithid creates a magic circle, it can expend 1 additional point of mental focus to focus the circle inward and lure one such elemental to the circle (similar to using lesser planar binding). The elemental is bound for up to 10 minutes. During this time, The High Master Illithid can bargain with it for up 4 pieces of information. The questions must be in some way related to one another and they requires a payment of at least 20 gp (or items of at least that value that are of interest to a lightning elemental). The bargaining requires The High Master Illithid to attempt a Diplomacy or Intimidate check opposed by the elemental's Sense Motive check. Succeeding at the check by 5 or more reduces this cost to 10 gp. Failure increases the price to 30 gp, whereas failure by 5 or more allows the elemental to escape without giving any information (or receiving payment). The information gained can be anything that might be learned through a divination spell. The information is always correct but is frequently cryptic. It typically takes a lightning elemental 1d3 hours to gather the information, at which point it returns of its own accord to deliver the information as promised. In lieu of asking questions, The High Master Illithid can demand that a medium lightning elemental deliver a message to any one friendly creature that it knows personally. The High Master Illithid can also task the elemental to deliver one object weighing no more than 1 pound. Either of these demands requires an opposed check as described above. Delivery typically takes 1d4 hours, but this period is reduced to 1d6 minutes if the recipient is within 1 mile of The High Master Illithid (or even less if the recipient is within sight). The High Master Illithid must be able to accurately describe the recipient in both name and appearance. This ability can't be used to deliver anything to a location, or to enemies or creatures that are unfriendly to The High Master Illithid. Each of the three medium lightning elemental resents being used in these ways. After The High Master Illithid bargains with a given elemental, the magic circle loses all power and the elemental departs.
Philosopher’s Touch (Su) As a standard action, The High Master Illithid can expend 1 point of mental focus and touch up to 7 weapons, causing them to gain the properties of a special material. It can cause the weapons to be treated as cold iron or silver for the purposes of overcoming damage reduction for 20 minutes. The High Master Illithid can cause any weapon affected by this ability to act as if it were adamantine instead (but only for the purposes of overcoming damage reduction, not for overcoming hardness).
Psychic Curse (Sp) As a standard action, The High Master Illithid can expend 1 point of mental focus to curse a living creature within 30 feet with its psychic magic. It can choose one of the following effects: memory lapse, mental block, or pain confusion.
If The High Master Illithid chooses memory lapse, the target loses its memory of the past 20 hours.
If The High Master Illithid chooses mental block, it can proscribe one specific action, such as attacking with a type of weapon, casting a specific spell, or something else suitably specific (subject to the GM's discretion). The target can't take that action without first succeeding at a Will save (DC 29). If it fails, it can take other actions instead. If it attempts the prohibited action again on subsequent rounds, it gains a cumulative +2 bonus on the save until it succeeds.
If The High Master Illithid selects pain confusion, the creature is confused for 1d4 rounds whenever it is damaged by a critical hit. The target can attempt a Will save (DC 29) to negate this effect. This effect lasts for 20 days.
A creature can't be under the effects of more than one psychic curse at a time. This is a mind-affecting curse effect.
Physical Enhancement (Su) The High Master Illithid’s transmutation implement enhances its bearer's body. When The High Master Illithid invests mental focus in the implement, it selects a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +8).
Remove Brain (Ex) Whenever The High Master Illithid illithid begins its turn with all four tentacles attached and makes a successful grapple check, it automatically removes the opponent’s brain, instantly killing that creature. This ability is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.
Servitor (Sp) As a standard action, The High Master Illidthid can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster VII, but The High Master Illithid can use it only to summon a single creature, and the effect lasts for 1 minute. The High Master Illithid can't have more than one servitor in effect at a time. At any time, it can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.
Shift Focus (Su) The High Master Illithid has the ability to shift its mental focus from one implement to another, though some of the focus is lost along the way. Shifting mental focus removes a number of points of mental focus from one implement and adds the same number – 1 to another implement; this takes 1 minute of quiet contemplation while touching both implements. The High Master Illithid can shift its mental focus only from one implement to another implement; it can't shift generic focus into an implement. Unlike expending focus normally, this shift can reduce the effect of a resonant power in the implement from which the mental focus was taken. It does not, however, add to the resonant power of the implement to which the focus is added.
Sudden Insight (Sp) As a swift action, The High Master Illithid can expend 1 point of mental focus to gain an insight into its immediate future. The High Master Illithid can use this foreknowledge as a free action before it rolls any ability check, attack roll, or skill check to gain an +10 insight bonus on that roll. The High Master Illithid can use its foreknowledge only once per turn, and if it's not used by the end of its turn, the insight fades and it gains no benefit.
Telekinetic Mastery (Sp) As a standard action, The High Master Illithid can expend 1 point of mental focus to grant itself telekinetic power. This functions as telekinesis, except The High Master Illithid doesn't need to concentrate on the effect to maintain it, and using any one of its effects is a standard action. This effect lasts for 20 rounds.
Third Eye (Su) The High Master Illithid’s divination implement allows its bearer to notice that which can't easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus of +20. If The High Master Illithid stores at least 3 points of mental focus in it, the implement also grants low-light vision. If The High Master Illithid stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If The High Master Illithid stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If The High Master Illithid stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If The High Master Illithid stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.
Warding Talisman (Su) The High Master Illithid’s abjuration implement wards against adverse effects. Whoever wears his amulet of natural armor +5 gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of +6.
IMPLEMENT SPELL LISTS
Abjuration
6th—globe of invulnerability; 5th—greater dispel magic; 4th—soothe construct; 3rd—thaumaturgic circle; 2nd—arcane lock ; 1st—warding weapon; 0—resistance
Conjuration
6th—heal; 5th—secret chest; 4th—major creation; 3rd—cure serious wounds; 2nd—apport object; 1st—mage armor; 0—create water
Divination
6th—legend lore; 5th—true seeing; 4th—mind probe; 3rd—clairaudience/clairvoyance; 2nd—locate object; 1st—mindlink; 0—detect psychic significance
Necromancy
6th—harm; 5th—unwilling shield; 4th—death ward; 3rd—animate dead; 2nd—brow gasher; 1st—sculpt corpse; 0—grave words
Transmutation I
6th—disintegrate; 5th—fabricate; 4th—treasure stitching; 3rd—stone shape; 2nd—warp wood; 1st—crafter's fortune; 0—mending
Transmutation II
6th—animate objects; 5th—awaken construct; 4th—rapid repair; 3rd—greater magic weapon; 2nd—make whole; 1st—charge object; 0—open/close
Transmutation III
6th—transformation; 5th—overland flight; 4th—echolocation; 3rd—gaseous form; 2nd—spider climb; 1st—pass without trace; 0—mage hand
--------------------------------------------------------------------------------------------------------
MEDIUM LIGHTNING ELEMENTAL, CR 3 (XP 800)
N Medium outsider (air, elemental, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 16, touch 15, flat-footed 11 (+4 Dex, +1 dodge, +1 natural)
hp 26 (4d10+4)
Fort +5, Ref +8, Will +1
Immune electricity, elemental traits
OFFENSE
Speed fly 100 ft. (perfect)
Melee slam +8 (1d6+3 plus 1d4 electricity)
Special Attacks metal mastery, spark leap
STATISTICS
Str 14, Dex 19, Con 12, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +6; CMD 21
Feats Dodge, Improved Initiative, Weapon FinesseB
Skills Acrobatics +11, Escape Artist +9, Fly +12, Knowledge (planes) +2, Perception +7
Language Auran
SPECIAL ABILITIES
Metal Mastery (Ex) A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron golem).
Spark Leap (Ex) A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.