I've posted all of the lesser paraelementals, so now I'm moving on to the full paraelementals. Feedback is welcome.
Rain Elemental by HoiHoiSan |
Rain Paraelemental
Climate/Terrain: Overcast or Shaded Areas
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Water Vapor
Intelligence: Low (5-7)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 2
Movement: Fl 18 (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: 3-24
Special Attack: See Below
Special Defense: +2 or better weapon to hit
Magic Resistance: Nil
Size: L-H (8'-16') Height = HD
Morale:Champion (15-16)
XP Value: 8 Hit Dice: 2,000
12 Hit Dice: 6,000
16 Hit Dice: 10,000
Rain Paraelemental
A rain paraelemental resembles rain drops in a vaguely humanoid shape with lighting running through it. Rain paraelementals enjoy watering plants and electrocuting and freezing those who harm plants.
Combat
In combat, the rain paraelemental uses its lightning bolts to harm its enemies. These rays have a range equal to the rain paraelementals hit dice in yards. These lightning bolts may jump between targets that are using metal weapons or wearing metal armor. A target within a number of feet equal to the hit dice of the rain paraelemental, using metal weapons or wearing metal armor, must make a saving throw vs breath weapon or take the same amount of damage as the primary target.
The rain paraelemental may forgo it's attack and instead cast a cone of cold spell as a caster of the paraelemental's hit dice. The rain elemental may do this three times per day.
Rain paraelementals can be struck only by +2 or better weapons, and they’re immune to the effects of cold and lightning. If wounded in some way, a rain paraelemental finds succor in rainy environments. When in contact with natural rain, it automatically heals 1d8 hit points per round, up to its normal maximum.
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