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Thursday, November 29, 2018

Paraelemental of Sun

Second edition AD&D failed to make paraelementals for Dark Sun, so I will be creating some. I've decided to start with the lesser paraelementals and eventually get to the greater paraelementals.
I've posted all of the lesser paraelementals, so now I'm moving on to the full paraelementals. Feedback is welcome.

Goodness, Gracious...

Stats after the jump.


Sun Paraelemental
Climate/Terrain: Anywhere in Sunlight
Frequency: Rare
Organization: Solitary
Activity Cycle: Day
Diet: Sunlight
Intelligence: Low (5-7)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 2
Movement: Fl 24 (A)
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: 2-16
Special Attack: See Below
Special Defense: +2 or better weapon to hit
Magic Resistance: Nil
Size: L-H (8'-16') Height = HD
Morale: 8-12 Hit Dice: Champion (15-16)
             16 Hit Dice: Fanatic (17)
XP Value: 8 Hit Dice: 420
                 12 Hit Dice: 650
                 16 Hit Dice: 975

 Sun Paraelemental
A sun paraelemental resembles a miniature sun with glowing red eyes and mouth. Their diameter is equal to their hit dice in feet. Sun paraelementals enjoy absorbing sunlight during the hottest parts of the day and burning things that block sunlight.
Combat
In combat, the sun paraelemental uses its heat rays to burn opponents with super heated air. These rays have a range equal to the 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 3d8 points of heat damage.
  • Red beam: inflicts 3d8 points of acid damage.
  • Red-Orange beam: inflicts 3d8 points of electrical damage.
  • Orange beam: inflicts 3d8 points of bludgeoning damage.
  • Orange-Yellow beam: inflicts 3d8 points of piercing damage.
  • Yellow beam: inflicts 3d8 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 is flares must succeed at a saving throw vs death magic or be blinded for 1d10 days. Sun paraelementals can be struck only by +2 or better weapons, and they’re immune to the effects of heat and flame.

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