Coup de Grace
- ImmunityToCritical
- Elemental Body
- Elemental Body
- Elemental Body
- Elemental Body
- Elemental Subtype
- RobeOfFalseDeathFeature
- EvasiveRoundHelmetFeature
- Faultless Protection
- ForewarningShieldFeature
- Elemental Body III (Air)
- Elemental Body III (Earth)
- Elemental Body III (Fire)
- Elemental Body IV (Air)
- Elemental Body IV (Earth)
- Elemental Body IV (Fire)
- Polymorph, Greater (Large Air Elemental)
- Polymorph, Greater (Large Earth Elemental)
- Polymorph, Greater (Large Fire Elemental)
- Wild Shape (Huge Air Elemental)
- WrigglingManFeatures
- WrigglingManSummonedCreatureFeatures
- MimicImmunesFeature
- Swarm (Diminutive)
- Swarm (Tiny)
- Wild Shape (Large Air Elemental)
- Wild Shape (Huge Earth Elemental)
- Wild Shape (Large Earth Elemental)
- Wild Shape (Huge Fire Elemental)
- Wild Shape (Large Fire Elemental)
- Wild Shape (Huge Water Elemental)
- Wild Shape (Large Water Elemental)
As a full-round action, you can use a melee weapon to deliver a coup de grace to a helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + attacker's base attack + melee damage attribute modifier + weapon's critical modifier) or die. Delivering a coup de grace provokes attacks of opportunity from threatening opponents. You can't deliver a coup de grace against a creature that is immune to critical hits.
