Wednesday, December 19, 2018

Greater Paraelemental of Silt

Second edition AD&D failed to make paraelementals for Dark Sun, so I will be creating some. I started with the lesser paraelementals and now it is time to introduce the greater paraelementals. Feedback is welcome.
Feel the power of the Silt!

Stats after the jump.

Greater Silt Paraelemental

Climate/Terrain: Any Silt
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Silt
Intelligence: Average (8-10)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 1
Movement: 21
Hit Dice: 10, 14, or 18
Thac0: 10 Hit Dice: 11
            14 Hit Dice: 7
            18 Hit Dice: 5
No. of Attacks: 1
Damage/Attacks: 7-42
Special Attack: See Below
Special Defense: +3 or better weapon to hit
Magic Resistance:50%/25%
Size: L-H (8'-16')
Morale: 10 and 14 Hit Dice: Champion (15-16)
              18 Hit Dice: Fanatic (17-18)
XP Value: 10 Hit Dice: 6,000
                 14 Hit Dice: 10,000
                 18 Hit Dice: 14,000

Greater Silt Paraelemental
The greater silt paraelemental appears as a vaguely humanoid shape formed entirely out of silt. It has no features and seems to enjoy others reactions to its alien appearance. It has no legs, but rather rolls on a body of loose silt.
Combat: The greater silt paraelemental can travel freely through silt and loose sand. When fighting, a greater silt paraelemental can lash out with a pseudopod of swirling silt. If the paraelemental makes an unmodified (natural) attack roll of 19, or 20, it completely engulfs its opponent. Engulfed victims are powerless to act and their flesh starts being ripped from their bones. Victims suffer 3d6 points of damage per round until they die, at which point their bodies are nothing but bones or chitin. A greater paraelemental can engulf only one creature of size S or M at a time. Once a victim is engulfed, the only way to free him is to kill the paraelemental.
The monster can transform its body into a raging silt storm with a radius of 60 feet. Those caught within the storm must make a successful saving throw versus rod/staff/wand or become blinded for 2d10 rounds. However, nothing can save them from the storm’s physical battering, which causes 1d4 points of damage per Hit Die of the paraelemental. In addition, attackers receive -2 penalties to their attack rolls when trying to target anyone in the silt storm with ranged weapons. Also, the choking dust crawls into lungs and noses, making breathing difficult. Those in the storm receive -2 penalties to all attack and damage rolls due to the tiring effects of breathing the silt.
Adventurers can reduce the penalties imposed by the choking dust if they take precautions. Using moistened clothes to cover the nose and mouth, for example, will filter most of the dust. This reduces the attack and damage roll penalties to -1.

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