Wednesday, January 2, 2019

Greater Paraelemental of Sun

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 paraelemental of sun. Feedback is welcome.
I got six at the sun stare.

Stats after the jump.

Greater Sun Paraelemental
Climate/Terrain: Anywhere in Sunlight
Frequency: Rare
Organization: Solitary
Activity Cycle: Day
Diet: Sunlight
Intelligence: Average (8-10)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 1
Movement: Fl 24 (A)
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)
XP Value: 10 Hit Dice: 7,000
                 14 Hit Dice: 11,000
                 18 Hit Dice: 15,000

Greater Sun Paraelemental
A greater sun paraelemental resembles a miniature sun with glowing red eyes and mouth. Their diameter is equal to their hit dice in feet. Greater sun paraelementals enjoy absorbing sunlight during the hottest parts of the day and burning things that block sunlight.
Greater sun paraelementals can disguise themselves as harmless rays of sunlight during the day. It may also disguise itself in any reflective object. The object with radiate light in a radius equal to the greater sun paraelementals hit dice. In either of these forms, the greater sun paraelemental is unable to attack.
A greater sun paraelemental can only be summoned during the day in an area of unobstructed sunlight.
In combat, the greater sun paraelemental uses its heat rays to burn opponents with super heated air. These rays have a range equal to the greater sun paraelementals hit dice in feet. However, the paraelemental usually prefers to attack by emitting rays of light. It can release six different beams, each with its own effect:
  • Dark Red beam: inflicts 5d8 points of heat damage.
  • Red beam: inflicts 5d8 points of acid damage.
  • Red-Orange beam: inflicts 5d8 points of electrical damage.
  • Orange beam: inflicts 5d8 points of bludgeoning damage.
  • Orange-Yellow beam: inflicts 5d8 points of piercing damage.
  • Yellow beam: inflicts 5d8 points of slashing damage.
Each beam is 1 foot wide and has a range equal to the Hit Dice of the paraelemental in tens of yards. The creature can emit only one beam each round, but it can otherwise use the rays as often as it likes. The beams don’t automatically hit their target; the paraelemental must make an attack roll. Sun paraelementals may forgo their attack and instead flare brightly and attempt to blind their foes. Foes looking at the sun paraelemental when it flares must succeed at a saving throw vs death magic or be blinded for 1d12 days. Even a successful save cannot save a victim from the intense heat of the flare, which causes 5d6 points of damage to all targets within 10 yards of the paraelemental. Sun paraelementals can be struck only by +3 or better weapons, and they’re immune to the effects of heat and flame.

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