Para-Elemental, Lesser (Dark-Sun)
| Statistic | Magma | Rain | Silt | Sun |
|---|---|---|---|---|
| Climate/Terrain | Dry land or magma | During rain | Sea of Silt | Above Ground |
| Frequency | Rare | Rare | Rare | Rare |
| Organization | Solitary | Solitary | Solitary | Solitary |
| Active Cycle | Any | Any | Any | Day |
| Diet | Magma and earth | Rain | Silt | Sunlight |
| Intelligence | Low (5-7) | Low (5-7) | Low (5-7) | Low (5-7) |
| Treasure | Nil | Nil | Nil | Nil |
| Alignment | Neutral | Neutral | Neutral | Neutral |
| No. Appearing | 1 | 1 | 1 | 1 |
| Armor Class | 4 | 4 | 4 | 4 |
| Movement | 6, Br 6 | Fl 18 (A) | 6, SW 18 | Fl 15 (A) |
| Hit Dice | 2,4, or 6 | 2,4, or 6, | 2,4, or 6 | 2,4, or 6 |
| THAC0 2HD | 19 | 19 | 19 | 19 |
| THAC0 4HD | 17 | 17 | 17 | 17 |
| THAC0 6HD | 15 | 15 | 15 | 15 |
| No. of Attacks | 1 | 1 | 1 | 1 |
| Damage/Attack (2HD) | 1-8 | 1-6 | 2-12 | 1-6 |
| Damage/Attack (4HD) | 2-16 | 1-10 | 3-18 | 1-12 |
| Damage/Attack (6HD) | 3-24 | 1-12 | 4-24 | 2-20 |
| Special Attack | See Below | See Below | See Below | See Below |
| Special Defense | +1 or better weapon to hit | +1 or better weapon to hit | +1 or better weapon to hit | +1 or better weapon to hit |
| Magic Resistance | Nil | Nil | Nil | — |
| Size | S to M (2' to 6' tall) | S to M (2' to 6' tall) | S to M (2' to 6' tall) | S to M (2' to 6' tall) |
| Morale (2HD) | Steady (11-12) | Steady (11-12) | Steady (11-12) | Steady (11-12) |
| Morale (4HD/6HD) | Elite (13-14) | Elite (13-14) | Elite (13-14) | Elite (13-14) |
| XP Value 2HD | 420 | 420 | 420 | 420 |
| XP Value 4HD | 650 | 650 | 650 | 650 |
| XP Value 6HD | 975 | 975 | 975 | 975 |
Description
Magma
Magma para-elementals can be conjured in any area containing of volcanic activity. On the prime material plane, they look like humanoids made of magma with cooling rock on the surface. The language of magma para-elemental sounds like bubbling lava and exploding volcanoes. Magma elementals cannot enter or cross water, but must go around or burrow under it. Magma para-elementals travel through earth by melting the rock in front of them.
Combat
The fists of a magma para-elemental, while not as hard as an earth elemental's, are fired by internal heat. The amount of damage is based on the hit dice of the para-elemental. All damage against airborne and waterborne opponents is halved. Against creatures who have fire-based attacks or immunity to fire (including from magical items) take 1 point per die less damage. In addition, any flammable object struck by a magma para-elemental must save vs. magical fire or immediately begin to burn.
Rain
Lesser rain para-elementals resemble small rain clouds floating just above the ground. There must be at least a light rain to summon a lesser rain para-elemental. Rain para-elementals cannot go underground. They rarely speak on the prime material plane, but when they do it sounds like rolling thunder and crackling lightning.
Combat
Rain para-elementals have no physical attacks, but once per round can shoot a small lightning bolt. The maximum distance is equal to the para-elementals' level in feet and damage varies with HD. Creatures who are immune to lightning attacks, such as behir, take half damage from the rain para-elementals' attacks. Opponents in metal armor gain no benefits for that armor, but other non-conductive armors provide protection.
Silt
Silt para-elementals can only be conjured on or near the Sea of Silt or a silt lake. Lesser silt para-elementals on the prime material plane take the form of amorphous blobs. Their language sound like waves crashing on rocky shores and the howl of silt cyclones.
Combat
Lesser silt elementals can attack in two ways. It can attempt to ram an opponent by moving full speed towards her. This attack does 4d8 points of damage. If it doesn't have enough room to charge, or it is already in melee, the silt para-elemental will attack with a pseudopod, inflicting the damage listed above.
Lesser silt para-elementals cannot move more than 30 yards from a source of silt. Unlike water elementals though, they suffer no damage from exposure to the sun.
Sun
Sun para-elementals can only be summoned above ground, during the day. Lesser sun elementals resemble miniature suns with a diameter equal to their HD. Unlike other elementals, the language of sun para-elementals is not based on sound, but light. While usually red, they change color when 'talking'.
Combat
A lesser sun para-elemental can attack in one of two ways. It can either move up against its target to burn it, or shoot a beam of light. The beam can effect a victim up to 3 feet away. Although they have the same damage, they have slightly different effects. Any flammable object 'touched' by the sun para-elemental must save vs. magical fire or be burnt. Fire-based creatures take half-damage from this attack. Anyone hit by the beam of light must save vs. breath weapons or be blinded for 1d10 turns. Blinded individuals attack with a -4 penalty to hit, and opponents get a +4 to hit them, unless the blinded character has blind fighting proficiency.
A sun para-elemental cannot go into any area untouched by the sun's light, such as buildings, caves, or shadowy areas. If forced, the para-elemental will return to its own plane. A darkness spell causes 1d8 points of damage to a sun para-elemental.