Paraelemental, Standard

elemental · CR 5 · from Dark Sun Net Handbook · by David Schwartz
Paraelemental, Standard
StatisticMagmaRainSiltSun
Climate/TerrainDry land or magmaDuring rainSea of SiltAbove ground
FrequencyVery RareVery RareVery RareVery Rare
OrganizationSolitarySolitarySolitarySolitary
Active CycleAnyAnyAnyDay
DietMagma and earthRainSiltSunlight
IntelligenceLow (5-7)Low (5-7)Low (5-7)Low (5-7)
TreasureNilNilNilNil
AlignmentNeutralNeutralNeutralNeutral
No. Appearing1111
Armor Class2222
Movement9, Br 9Fl 36 (A)6, SW 1812, Fl 24 (C)
Hit Dice8, 2, or 168, 2, or 168, 2, or 168, 2, or 16
THAC0 8HD13131313
THAC0 12HD9999
THAC0 16HD5555
No. of Attacks1111
Damage/Attack4-322-205-303-24
Special AttackSee BelowSee BelowSee BelowSee Below
Special Defense+2 or better weapon to hit+2 or better weapon to hit+2 or better weapon to hit+2 or better weapon to hit
Magic ResistanceNilNilNilNil
SizeL to H (8' to 16' tall)L to H (8' to 16' tall)L to H (8' to 16' tall)L to H (8' to 16' tall)
Morale 8/12HDChampion(15-16)Champion(15-16)Champion(15-16)Champion(15-16)
Morale 16HDFantastic (17-18)Fantastic (17-18)Fantastic (17-18)Fantastic (17-18)
XP Value 8HD2,0002,0002,0002,000
XP Value 12HD6,0006,0006,0006,000
XP Value 16HD10,00010,00010,00010,000

Description

Magma

Magma paraelementals can only be conjured in an area containing 1,000 cubic feet or more of lava or magma. On the prime material plane, they look like large humanoids made of magma with cooling rock on the surface. The language magma paraelemental sounds like bubbling lava and exploding volcanoes. Magma paraelementals cannot travel through water. They must go around it or burrow under it. These paraelementals burrow by melting the rock in their way.

Combat

The fists of a magma paraelemental, while not as hard as an earth elemental's, are fired by internal heat. Against creatures on the ground they do 4d8 points of damage, but subtract 1 points per die from their damage to airborne or waterborne creatures (to a minimum of 1 point per die). They also subtract one point per die from their damage vs. fire-based, flame-using, or heat and fire resistant creatures (including the use of spells and magical items). In addition, any flammable object struck by a magma paraelemental must save vs. magical fire or immediately begin to burn. Against constructions of stone or earth, magma paraelementals do structural damage. This makes them useful in siege attacks. Because they must be close to a source of magma to be conjured, magma paraelementals will often use it to their advantage, using the magma to corner opponents and throwing the opponents in.

Rain

The inhabitants of the paraelemental plane of rain are living clouds. The imaginative say they almost look like people. They can only be summoned during a rain storm. They rarely speak on the prime material plane, but when they do it sounds like rolling thunder and crackling lightning.

Combat

Rain paraelementals are nearly intangible, but can shoot out a bolt of lightning once per round that does 2d10 points of damage. Creatures resistant to lightning attacks, such as behir, take one point per die less damage (to a minimum of 1 point per die). Opponents in metal armor gain no benefits for that armor, but other non-conductive armors provides protection. The range of the bolt is equal to the paraelementals HD in feet. These paraelementals can move very swiftly and are therefore very useful in aerial combat. In aerial combat they get a +1 hit and +4 to damage.

Silt

Silt paraelementals can only be conjured on or near the Sea of Silt or a silt lake. Silt paraelementals on the prime material plane take the form of high-crested silt waves. Two smaller waves act as arms. Their language sounds like waves crashing on rocky shores and the howl of silt cyclones.

Combat

Silt paraelementals attack with their wave-like arms doing 5d6 points of damage. However, when fighting on land, they subtract 1 point per die of damage they inflict (to a minimum of 1 point per die). Of course, they can't go more than 60 yards from a source of silt. Silt paraelementals are a serious threat to floaters that cross their path. A silt paraelemental can overturn small craft (one ton of ship per HD of the elemental) and stop or slow almost any vessel (one ton of ship per hit point of the elemental). Ships not completely stop by a paraelemental will be slowed by the ratio of the ship's tonnage over the hit points of the elemental.

Sun

Sun paraelementals can only be summoned above ground, during the day. They take the form of humanoid beams of light. Unlike other elementals, the language of sun paraelementals is not based on sound, but light. While usually red, they change color when 'talking'.

Combat

The 'arms' of a sun paraelemental are sharper than any sword and they use them to slash their opponents for 3d8 points of damage. On a successful hit the opponent must save vs. breath weapon or be blinded. Blinded characters suffer a -4 penalty to hit and opponents gain a +4 bonus to hit the blinded individual, unless he knows blind fighting. A sun paraelemental cannot go into any area untouched by the sun's light, such as buildings, caves, or shadowy areas. If forced, the paraelemental will return to its own plane. A darkness spell causes 1d8 points of damage to a sun paraelemental.

Notes

See also: Paraelemental, Lesser

All 820 monsters in the Netbook Bestiary