Magma Brute
The magma brute is a native of the Paraelemental Plane of Magma. It appears as a rough man-shaped creature with no neck and a single tentacle arm. Magma brutes are not very intelligent, but greatly enjoy burning and melting things
It walks and swims through the plane of magma, melting anything that has not already been consumed by the plane. They also happily fight against earth and fire forces in the elemental war.
When attacking, the magma brute whips its foes with its tentacled arm, inflicting 2d8 damage. The Magma Brute can also hurl a ball of magma up to 100 feet. Creature's hit by the ball of magma take 2d6+2 points of damage. Every creature adjacent to a struck victim takes 1d6 damage, unless a saving throw versus breath weapon is successful.
Magma brutes cause 1d4 heat damage to all creatures adjacent to it. In addition, wooden weapons burst into flame if they make contact with the brute's body.
Magma Brute
Climate/Terrain: Paraelemental Plane of Magma
Frequency: Rare
Organization: Solitary
Activity Cycle: Any
Diet: Ash
Intelligence: Semi- (2-4)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 2
Movement: 12
Hit Dice: 6+3
Thac0: 15
No. of Attacks: 1
Damage/Attacks: 2-16
Special Attack: Magma Ball
Special Defense: Immune to Magma, Half Damage from Fire
Magic Resistance: Nil
Size: M (6' long)
Morale: Elite (13-14)
XP Value: 1,400
Feathered Viper
The feathered viper is a native of the Paraelemental Plane of Rain. It appears as a green-blue feathered snake with large feathered wings and a feathered tuft at the end of its tail. The feathered viper has an improved sense of smell and can find prey in near total darkness.
It flies through the plane, hunting birds and other small flying creatures. It serves the paraelemental lords and high level rain paraelemental priests.
The feathered viper bites its foes, inflicting 2d6 damage. In addition, the feathered viper has a breath weapon attack. This breath weapon is a 5' wide lightning bolt that streaks 60'
in a straight line from the beast's mouth. The damage of this lightning
bolt is 3d6 to all creatures caught in the stream. Victims may save vs. breath
weapon for half damage. The beast must wait 1d4 rounds between breath
weapon attacks.
Feathered Viper
Climate/Terrain: Paraelemental Plane of Rain
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Low (5-7)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 2
Movement: 12, fl16 (B)
Hit Dice: 5+5
Thac0: 16
No. of Attacks: 1
Damage/Attacks: 2-12
Special Attack: Breath Weapon
Special Defense: Immune to Lightning
Magic Resistance: Nil
Size: L (12' long)
Morale: Elite (13-14)
XP Value: 975
Silt Maggot
The silt maggot is a native of the Paraelemental Plane of Silt. It appears as a brownish-green worm with tentacles at its mouth and two large mandibles. The silt maggot has horrible smelling breath. Silt maggots are blind, but have excellent hearing, so do not have blind fighting penalties.
It half swims, half flies through the plane, devouring everything it can. It enjoys feasting on carrion most of all. Silt maggots bite their prey for 2d6+2 points of damage.
The silt maggot's breath weapon is a cloud of noxious acidic gas. The cloud is 25 feet long, 15 feet high, and 20 feet wide. Creature's caught in the cloud suffer 1d8+4 points of acid damage. Creatures may save vs breath weapon for half damage. In addition, those in the cloud must save vs poison, or be sickened for 1d4 rounds. Sickened characters suffer a -2 penalty to all actions due to retching. After using their breath weapon, the silt maggot must wait 1d4 rounds before using it again.
Silt Maggot
Climate/Terrain: Paraelemental Plane of Silt
Frequency: Uncommon
Organization: Solitary or Pack
Activity Cycle: Any
Diet: Carnivore
Intelligence: Animal (1)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 2
Movement: 12
Hit Dice: 6+3
Thac0: 16
No. of Attacks: 1
Damage/Attacks: 4-14
Special Attack: Breath Weapon
Special Defense: Immune to silt/sand attacks.
Magic Resistance: Nil
Size: M (7' long)
Morale: Elite (13-14)
XP Value: 975
Sun Terror
The sun terror is a bizarre creature that is a native to the Paraelemental Plane of Sun. It appears roughly humanoid in shape with a head of solar fire. Sun terrors cause 1d6 heat damage to all creatures adjacent to it. They attack prey with their sun hot claws, scratching for 2d8+2 damage.
It hops and runs through the plane, burning everything flammable. It gladly fights in the elemental war and sometimes serves as assassins for high level sun priests.
The sun terror can shoot a solar ray from its head at a range of 120 feet. This ray fires in a 5 foot wide straight line and effects all targets in its path. A sufficiently strong, non-flammable barrier can block the ray. The ray does 2d6+4 points of damage to each target, unless a saving throw vs breath weapon is successful. A successful save indicates half damage.
Sun Terror
Climate/Terrain: Paraelemental Plane of Sun
Frequency: Uncommon
Organization: Solitary
Activity Cycle: Any
Diet: Solar Rays
Intelligence: Semi (2-4)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 2
Movement: 15
Hit Dice: 6+4
Thac0: 15
No. of Attacks: 1
Damage/Attacks: 4-18
Special Attack: Solar Flare
Special Defense: Immune to Fire Damage
Magic Resistance: Nil
Size: M (6' tall)
Morale: Elite (13-14)
XP Value: 1,400
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