Tuesday, November 20, 2018

Paraelemental of Magma

This is the only official paraelemental that TSR created. It comes from a Planescape Montrous Compendium. I will make minor tweaks to fit with the setting, but it is basically copied from official sources.

"I'm official!"
Stats after the jump.

Magma Paraelemental
Climate/Terrain: Magma
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Any Solid
Intelligence: Low to High (5-14)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class:3
Movement: 6
Hit Dice: 8, 12, or 16
Thac0: 8 Hit Dice: 13
            12 Hit Dice: 9
            16 Hit Dice: 5
No. of Attacks: 1
Damage/Attacks: 3d6
Special Attack: Heat aura
Special Defense: See below
Magic Resistance: Nil
Size: L (8'-16') Height = HD
Morale: Champion (15-16)
XP Value: 8 Hit Dice: 3,000
                 12 Hit Dice:7,000
                 16 Hit Dice:11,000

Magma Paraelemental
From the waist up, a magma paraelemental resembles a stocky humanoid being, but the lower portion of its body is nothing but an amorphous mass of molten stone. Most of its upper body is black rock, but a reddish heat shines from within – particularly from the eyes and mouth of the creature.
Magma paraelementals enjoy melting solid objects into liquid forms. They also derive a bit of sustenance from such actions.
Combat
When it comes to combat, the magma paraelemental uses its super-heated touch to inflict damage to a victim and sets combustibles (like wood) aflame. However, the paraelemental’s mere presence is also quite dangerous. Anyone within 20 feet of the creature is affected as if he were the target of an enhanced heat metal spell. That is, during the first round in the area, all metallic objects grow hot. During the second round, they inflict 1d4 points of damage to anyone in contact with them. In the third round (and all thereafter). anyone touching the scorching metal suffers 2d4 points of heat damage. What’s more, at this point, even victims who aren’t touching any metal sustain 1d4 points of damage from the incredible heat exuded by the monster.
Leaving the area reduces the effect by one step each round. For example, during the third round of close proximity to a magma paraelemental, an opponent in plate mail armor suffers 2d4 points of damage. If he leaves the affected area, he suffers only 1d4 points of damage in the next round. In the round after that, his armor remains uncomfortably hot but inflicts no damage. And in the next round, the plate mail cools to its normal temperature.
Magma paraelementals can be struck only by +1 or better weapons, and they’re immune to the effects of heat and flame. They suffer normal damage from cold-based attacks. However, if they sustain a number of points of cold damage equal to their Hit Dice – in other words, if an 8-HD paraelemental suffers 8 points of cold damage – the cold affects them as would a slow spell.

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