Zaaman Rul

Zaaman Rul is one of the "Elemental Princes of Fire" - an unofficial title, who may be summoned through the casting of the either of the HLA abilities Elemental Summoning or Greater Elemental Summoning.
Zaaman is regarded as the 'good' Elemental Prince, while Imix is the evil counterpart.
==Gameplay==
Once Zaaman has been summoned, the creature is classified as "controlled" by the party, and this lasts for up to 1-turn before it'll be "unsummoned' and disappears from the map.
Zaaman can be managed and directed to attack a particular target, cast an extra potent version of Flame Strike spell if desired (it has two memorized), or directed to move to a point on the area map.
If no orders are provided, Zaaman will behave according to its default AI script, which may not be what the party wants it to do, so it's probably best to keep control of the creature and monitor its targeting and movement.
Zaaman is able to See the invisible and can target creatures that perhaps the party cannot if in the elemental's detection range.
Zaaman is protected by a unique Fire Shield - when a creature hits Zaaman with any attack (single-target spell, missile, melee) and is within about 10 feet range, the fiery shield will retaliate and inflict 1d12+8 Fire damage on the attacker. This damage can't be blocked by Magic resistance, but other methods can be used (see the spell link article for details). Dispel magic won't remove this shield, nor will a Breach spell.
Zaaman can only be struck by a weapon with a +3 enchantment rating or greater.
Zaaman can't be banished by a Death Spell or instantly destroyed by exposure to a Death Fog cloud.
Zaaman has several immunities to certain Status Effects, some resistance to Elemental damage and is invulnerable to Poison damage - See the InfoBox for a list.
Zaaman also enjoys a moderate Magic resistance rating.
When Zaaman successfully strikes a target with its fist - it inflicts 1d6 Crushing damage, as well as extra for the creature's Strength attribute modifier, and then an additional 3d10 Fire damage - the weapon is +3 enchantment for the purposes of what it can hit.
Any successful hit with the fiery fist exposes the target to a potential Dispel Magic effect, with a caster's level of 10, and automatically destroys illusionary creatures such as a Mislead image or Project Image creature.
If Zaaman is left to its own AI in combat, the creature makes several targeting evaluations that considers and recognizes certain protections, such as stoneskin or mirror image, as well as if his fist is coming up as "weapon ineffective" - this means it may look for another target that is more vulnerable or less protected.
As is the rule for all summoned creatures, Zaaman cannot transition with the party to a new area map and must remain on the one it was summoned to.
Zaaman cannot explore and clear the fog of war, nor interact with containers, objects, open/close doors, pick up loot/items etc.
Category:Illusionary creature destroyers