Police Elemental, Huge (3.5e Monster)

''This humanoid figure is wrapped in what looks like a blue outfit and police hat with visor that covered most of its face, and a unmoving steel mouth. Though it looks like an automation or inevitable, it runs on a living spark and is made out of a strange silver and blue material which goes all the way down to its core.''

In the depths of the Far Realm, occasional doldrums of stability form. Most of these are mad worlds filled with horrid Cthulthu-like beings, but some are twisted mockeries of reality. One such doldrum was a place where law and chaos became physical elementals rather than metaphorical concepts imbued in the outer planes, and through infinite complexity and mutation they became the Abelemental Planes of Police and Abelemental Planes of Crime, "elemental" planes composed of matter no normal creature would consider physical objects. Perhaps due to the chaos of their plane, the Plane of Police and Plane of Crime are pushed right next to each other and its alien inhabitants are in constant war.

Police elementals are the essence of law and order from this abelemental plane. They resemble stereotypical "boys in blue" with increasing states of complexity and flair on their "uniforms". Their faces are unmoving as is their dedication to the law that would make an inevitable blush. However, perhaps due to the effects of the Far Realm, what they claim as "law" does not always line up with what the material plane claims as law. A police elemental will rattle off a list of crimes of those it opposes ranging from "possessing of curly hair" to "killing time", only sometimes lining up with actual known crimes and sometimes being disinterested in what would be considered crimes in the normal world.

Police elementals speak with an inhuman and mechanical voice in a slurred version of Celestial and Infernal. Understanding one language gives functional capacity to speak with and understand them.

Huge police elementals are 18 ft tall and weigh 4320 lbs. These behemoths have a definitive mechanical appearance some have described as a "robo-cop" of some sort, with steel visor and heavy footsteps.

Combat
Police elemental's arms can shift into baton-like clubs, can open up vents to spray noxious gas, or release thin metal wires to electrocute their foes. While good aligned police elementals use non-lethal force when possible, evil police elementals show no problem with lethal attacks. All police elementals seem eager to bring in the law while spouting off the crimes (real or imagined) of their opponents.

Condemn : As a free action a police elemental can target a creature which can see or hear it, and it will begin listing off various crimes real or imagined. It gains a stacking +1 morale boost each round to attack, damage, dodge to AC, and saves against the creature until the creature is defeated or it chooses to change its focus to another creature (maximum +3 bonus after 3 rounds).

Pepper Spray :  Once every 1d4 rounds as a standard action the police elemental can release a cloud of noxious gas in a 40 ft cone. Creatures must make a DC 23 Fortitude save or become blinded and nauseated for 2d6 rounds. The saving throw is Constitution based.

Tazer :  As a standard action within 60 ft the police elemental may make a ranged touch attack with metal wires that deal 1d4 electric damage per 2 HD. The police elemental may make this damage non-lethal with no penalty.