Author Topic: Creature - Paraelemental  (Read 4631 times)

Offline DonQuixote

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Creature - Paraelemental
« on: July 27, 2012, 12:58:55 AM »
Paraelemental
A paraelemental is a synthesis of two elemental forces within a single elemental creature.  Because they are composed of two primal forces of nature, paraelementals are unpredictable and dangerous.

Combat
Paraelementals have varied tactics and abilities, but all gain the benefits of their elemental nature.
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Ice Paraelemental
« Reply #1 on: July 27, 2012, 12:59:27 AM »
Ice Paraelemental
This creature looks like a roughly hewn, translucent statue of ice.  Sharpened icicles cover it from head to toe, and the glint of reflected light gives the appearance of capricious, winking eyes.

These icy monoliths seek to drape the planes in a curtain of cold.  They dwell on the elemental Plane of Air and the Elemental Plane of Water, but find neither place frigid enough for their tastes.
   Ice paraelementals speak Aquan and Auran.  Their voices have a serene, tinkling quality at odds with their fearsome appearance.


Ice Paraelemental, Small
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Ice Paraelemental, Medium
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Ice Paraelemental, Large
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Ice Paraelemental, Huge
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Ice Paraelemental, Greater
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Ice Paraelemental, Elder
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Ice Paraelemental, Monolith
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Combat
Ice paraelementals are patient combatants, often waiting for foes to come to them.  Larger individuals may pretend to be flat-footed, delaying their action in hopes of luring opponents within reach of their many attacks of opportunity.

   Chill (Ex): An ice paraelemental's claw attack deals slashing damage plus cold damage from the paraelemental's freezing body.  Creatures hitting an ice paraelemental with natural weapons or unarmed attacks take cold damage as though hit by the paraelemental's attack.
   Any metal weapon that strikes an ice paraelemental must make a Reflex save (DC 10 + 1/2 HD + the ice paraelemental's Constitution modifier) or be affected as if by a chill metal spell for 5 rounds.

   Freeze (Ex): As a full-round action, an ice paraelemental can touch one object or surface and coat a contiguous area up to 10 feet by 10 feet with slippery ice.  It can designate the exact area covered, but it must include the point touched.  The affected area functions as though it were under the effect of a grease spell.  The surface or object remains frozen for 1 minute or until it takes 10 points of fire damage, whichever comes first.
   An ice paraelemental can also use this ability to freeze water.  When used in this way, this ability functions instead like an Otiluke's freezing sphere spell.

   Icewalking (Ex): An ice paraelemental can move normally on any icy surface.  It need not make Balance checks to traverse an icy surface, and it need not make Climb checks to traverse a vertical or horizontal surface (even upside down).  An ice paraelemental retains its Dexterity bonus to Armor Class while moving or climbing along ice, and opponents get no special bonus to their attacks against it.

   Solid Traits: As a creature with the solid subtype, an ice paraelemental is not subject to critical hits, nonlethal damage, or ability drain, and it is immune to damage to its physical ability scores.  Due to the solid structure of its body, an ice paraelemental is affected by energy attacks (except for fire attacks, as described below) and ranged weapons in the same way that an object would be (see page 165 of the Player's Handbook).  In addition, an ice paraelemental is immune to any effect that requires a Fortitude save, unless the effect also works on objects or is harmless, and is never at risk of death from massive damage.
   An ice paraelemental of Medium size or larger gains bonus hit points based on its size (as though it were a construct), but gains no hardness (as ice has hardness 0).  These modifiers are already included in the statistics block.

   Vulnerability to Fire (Ex): An ice paraelemental's solid traits do not reduce fire damage that would be dealt to it.  Instead, an ice paraelemental takes half again as much (+50%) damage from an effect that deals fire damage, regardless of whether a saving throw is allowed, or if the save is a success or failure.

   Skills: An ice paraelemental has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
« Last Edit: July 28, 2012, 07:15:06 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Magma Paraelemental
« Reply #2 on: July 27, 2012, 01:00:04 AM »
Magma Paraelemental
A hulking, humanoid figure composed entirely of lava surges forward.  Colored like rock across the chest, arms, and legs, where the lava has cooled somewhat, the hands and feet are still fiery red.  As it glares at you with fiery eyes, the creature opens its maw to reveal a roaring furnace.

Birthed in the heart of extraplanar volcanoes, magma paraelementals can erupt into violence without warning.
   Magma paraelementals live on the Elemental Planes of Fire and Earth.  Accordingly, they speak both Ignan and Terran in low, rumbling voices.


Magma Paraelemental, Small
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Magma Paraelemental, Medium
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Magma Paraelemental, Large
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Magma Paraelemental, Huge
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Magma Paraelemental, Greater
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Magma Paraelemental, Elder
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Magma Paraelemental, Monolith
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Combat
Magma paraelementals love to surge into melee combat.  Given a chance, they'll engulf foes smaller than they are.  Though they are easily damaged by water and cold effects, such attacks also serve to harden their bodies, making them tougher to destroy.

   Burn (Ex): A magma paraelemental's slam attack deals bludgeoning damage plus fire damage from the paraelemental's molten body.  Those hit by a magma paraelemental's slam attack must succeed on a Reflex save (DC 10 + 1/2 HD + the magma paraelemental's Constitution modifier) or catch on fire.  The flame burns for 1d4 rounds.  A burning creature can take a move action to put out the flame.
   Creatures hitting a magma paraelemental with natural weapons or unarmed attacks take fire damage as though hit by the paraelemental's attack, and also catch on fire unless they succeed on a Reflex save.

   Engulf (Ex): As a standard action, a magma paraelemental can flow over creatures at least one size category smaller than it, entrapping them within its form.  The paraelemental simply moves into the opponents' space; any creature whose space it completely covers is subject to the engulf attack.  The paraelemental cannot make attacks during a round in which it engulfs.  It can engulf as many creatures as fit in its space.
   Opponents can make attacks of opportunity against the paraelemental, but if they do so they are not entitled to a saving throw.  Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10 + 1/2 the magma paraelemental's base attack bonus + the magma paraelemental's Constitution modifier) or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the creature moves forward.
   Engulfed creatures are considered to be pinned and trapped within the magma paraelemental's body and are subject to the effects of its molten body ability (see below).  An engulfed creature that breathes air might drown (see page 304 of the Dungeon Master's Guide).  To escape, the victim must escape the pin and then escape the grapple by winning grapple checks against the paraelemental.  The victim can choose to make Escape Artist checks in place of grapple checks.  For the purpose of grapple checks made to keep an engulfed creature from escaping, the paraelemental's grapple modifier is treated as being 1/2 the magma paraelemental's base attack bonus + its Strength modifier + special size modifier, plus any bonuses it might have on grapple checks.  If the magma paraelemental is killed, any engulfed victims are freed.

   Molten Body (Ex): A magma paraelemental is made of molten stone that melts metal and lights combustible objects on fire.  Any metal weapon that strikes a magma paraelemental must make a Reflex save (DC 10 + 1/2 HD + the magma paraelemental's Constitution modifier) or be affected as if by a heat metal spell for 5 rounds, and any wooden weapon that strikes the paraelemental must make a Reflex save (same DC) or catch fire for 1d4 rounds.
   The paraelemental's molten body deals damage per round to wooden or metal objects equal to 10 + 1/2 HD + the magma paraelemental's Constitution modifier, but the paraelemental must remain in contact with the object for 1 full round to deal this damage.  A magma paraelemental sets fire to any combustibles in a space it occupies or moves through, and can burrow through solid rock or metal.
   Creatures engulfed by a magma paraelemental are also subject to the effects of its molten body.  Each round, at the beginning of the paraelemental's turn, any creatures that it has engulfed take 1d6 points of fire damage.  This effect deals an extra 1d6 points of damage for every size category larger than Small the paraelemental is.  An engulfed creature that succeeds on a Fortitude save (DC 10 + 1/2 HD + the magma paraelemental's Constitution modifier) takes half damage.
   The molten rock that forms a magma elemental also gives off dim light.  A Small or Medium magma paraelemental provides shadowy illumination out to 15 feet.  The radius of this illumination doubles for every size category larger than Medium the magma paraelemental is.
   Finally, though water damages a magma paraelemental (see below), the intense heat of its body boils water instantly.  A magma paraelemental can evaporate 1 gallon of water per round, but the paraelemental must remain in contact with the water for 1 full round (and take damage accordingly) in order to do so.  Creatures made of water and creatures with the water subtype are unaffected by this ability.

   Fluid Traits: As a creature with the fluid subtype, a magma paraelemental is not subject to critical hits, flanking, nonlethal damage, or ability drain.  Due to the fluid nature of its body, a magma paraelemental takes half damage from all weapons, though a weapon with a special ability such as flaming or frost deals its full energy damage with each hit.
   A magma paraelemental cannot be tripped, grappled, or bull rushed, nor can it grapple opponents normally (though it can make grapple checks to keep an engulfed creature from escaping), and it automatically succeeds on Escape Artist checks made to escape from ropes, manacles, and tight spaces.  A magma paraelemental is never staggered, but reducing it to 0 hit points causes it to lose integrity and break apart (though damage taken until that point does not degrade its ability to attack or resist attacks).

   Hardening (Ex): If a magma paraelemental takes damage equal to half of its full normal hit points from water or cold damage within 1 minute, its body hardens into volcanic rock.  This hardening lasts for 5 rounds, after which the creature returns to its fluid form.  While hardened, the magma paraelemental's statistics change as follows:
   The paraelemental loses the fluid subtype and all fluid traits (including the engulf and malleable form abilities).  It also loses the burn and molten body abilities, as well as its vulnerabilities to cold and water.
   It gains the solid subtype and the associated traits (including hardness 8 and bonus hit points based on its size, if the paraelemental is Medium or larger).
   The paraelemental's slam attacks continue to deal extra fire damage as though it still had its burn ability, but those hit by its slam attack are not in danger of catching on fire.  Creatures hitting the paraelemental with natural weapons or unarmed strikes do not take this damage.
   Finally, the paraelemental takes a -2 penalty to its Dexterity score and gains a +2 bonus to its Strength score and a +1 increase to its natural armor.  The Dexterity penalty and Strength bonus each increase by 2 for every size category larger than Small the magma paraelemental is, and the increase to natural armor increases by 1 for every size category larger than Small the paraelemental is.
   Any creatures engulfed by the paraelemental when it hardens become trapped within the paraelemental's solid body and can no longer escape through grappling or Escape Artist checks.  Instead, a trapped creature can escape only by making a Strength check with a DC equal to the paraelemental's Constitution score.  On a successful check, the trapped creature breaks out of the paraelemental's body, dealing 1d6 points of damage to the paraelemental (plus an additional 1d6 points of damage for every size category larger than Small the escaping creature is).  Any creatures trapped within a hardened paraelemental are freed normally if the paraelemental is killed.

   Malleable Form (Ex): A magma paraelemental's control over its form allows it to flow through tiny cracks in objects and move through obstacles.  A magma paraelemental moves at normal speed through terrain that slows movement.  It can move through permeable objects at half speed, though it cannot move through completely solid barriers.  For example, a magma paraelemental could flow through a wooden or brick wall by squeezing into cracks and channels, but it could not move through a wall of solid iron or rock (though it might be able to burrow through such a barrier).

   Vulnerability to Water (Ex): A magma paraelemental is vulnerable to water, taking 1d6 points of damage per round of exposure, except in the case of total immersion, which deals 20d6 points of damage per round.
   Damage dealt by weapons or attack forms made of water (such as a water elemental's slam attack) is not halved by a magma paraelemental's fluid nature; instead, such attacks deal half again as much (+50%) damage to a magma paraelemental.  In addition, a create water spell (or another spell that creates water) cast into a magma paraelemental's space deals 1d6 damage per caster level to the paraelemental.  The magma paraelemental receives no saving throw against such a spell.
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Ooze Paraelemental
« Reply #3 on: July 27, 2012, 01:00:29 AM »
Ooze Paraelemental
A pool of muck flows forward, slowly forming a torso, head, and arms.  It is brown, except for gaping black indentations where eyes and a mouth would be.

Ooze paraelementals slither and crawl through the Elemental Planes of Earth and Water, which they call home.
   Ooze paraelementals speak Terran and Aquan in burbling tones.


Ooze Paraelemental, Small
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Ooze Paraelemental, Medium
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Ooze Paraelemental, Large
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Ooze Paraelemental, Huge
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Ooze Paraelemental, Greater
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Ooze Paraelemental, Elder
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Ooze Paraelemental, Monolith
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Combat
Ooze paraelementals relish combat against foes smaller than them, as they can engulf and dissolve such enemies with ease.

   Acid (Ex): An ooze paraelemental's slam attack deal bludgeoning damage plus acid damage from the corrosive muck that forms the paraelemental's body.  Those hit by an ooze paraelemental's slam attack must succeed on a Reflex save (DC 10 + 1/2 HD + the ooze paraelemental's Constitution modifier) or be blinded for 1d4 rounds.  A blinded creature can take a move action to clear the muck out of its eyes.
   Creatures hitting an ooze paraelemental with natural weapons or unarmed strikes take acid damage as though hit by the paraelemental's attack, but are in no danger of being blinded.

   Corrosive Body (Ex): An ooze paraelemental is made of caustic mud that eats through wood and metal with ease.  The paraelemental's body deals damage per round to wooden or metal objects equal to 10 + 1/2 HD + the ooze paraelemental's Constitution modifier, but the paraelemental must remain in contact with the object for 1 full round to deal this damage.
   Creatures engulfed by an ooze paraelemental are also subject to the effects of its acidic body.  Each round, at the beginning of the ooze paraelemental's turn, any creatures that it has engulfed take 1d6 points of acid damage.  This effect deals an extra 1d6 points of damage for every size category larger than Small the paraelemental is.  An engulfed creature that succeeds on a Fortitude save (DC 10 + 1/2 HD + the ooze paraelemental's Constitution modifier) takes half damage.
   Finally, the grime of an ooze paraelemental's body pollutes any water it touches.  An ooze elemental can spoil 1 gallon of water (or other water-based liquids) per round, but the paraelemental must remain in contact with the liquid for 1 full round in order to do so.  Creatures made of water and creatures with the water subtype are unaffected by this pollution ability.

   Engulf (Ex): As a standard action, a ooze paraelemental can flow over creatures at least one size category smaller than it, entrapping them within its form.  The paraelemental simply moves into the opponents' space; any creature whose space it completely covers is subject to the engulf attack.  The paraelemental cannot make attacks during a round in which it engulfs.  It can engulf as many creatures as fit in its space.
   Opponents can make attacks of opportunity against the paraelemental, but if they do so they are not entitled to a saving throw.  Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10 + 1/2 the ooze paraelemental's base attack bonus + the ooze paraelemental's Constitution modifier) or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the creature moves forward.
   Engulfed creatures are considered to be pinned and trapped within the ooze paraelemental's body and are subject to the effects of its corrosive body (see above).  An engulfed creature that breathes air might drown (see page 304 of the Dungeon Master's Guide).  To escape, the victim must escape the pin and then escape the grapple by winning grapple checks against the paraelemental.  The victim can choose to make Escape Artist checks in place of grapple checks.  For the purpose of grapple checks made to keep an engulfed creature from escaping, the paraelemental's grapple modifier is treated as being 1/2 the ooze paraelemental's base attack bonus + its Strength modifier + special size modifier, plus any bonuses it might have on grapple checks.  If the ooze paraelemental is killed, any engulfed victims are freed.

   Fluid Traits: As a creature with the fluid subtype, a ooze paraelemental is not subject to critical hits, flanking, nonlethal damage, or ability drain.  Due to the fluid nature of its body, a ooze paraelemental takes half damage from all weapons, though a weapon with a special ability such as flaming or frost deals its full energy damage with each hit.
   A ooze paraelemental cannot be tripped, grappled, or bull rushed, nor can it grapple opponents normally (though it can make grapple checks to keep an engulfed creature from escaping), and it automatically succeeds on Escape Artist checks made to escape from ropes, manacles, and tight spaces.  A ooze paraelemental is never staggered, but reducing it to 0 hit points causes it to lose integrity and break apart (though damage taken until that point does not degrade its ability to attack or resist attacks).

   Malleable Form (Ex): A ooze paraelemental's control over its form allows it to flow through tiny cracks in objects and move through obstacles.  A ooze paraelemental moves at normal speed through terrain that slows movement.  It can move through permeable objects at half speed, though it cannot move through completely solid barriers.  For example, a ooze paraelemental could flow through a wooden or brick wall by squeezing into cracks and channels, but it could not move through a wall of solid iron or rock.

   Skills: A ooze paraelemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard.  It can always choose to take 10 on a Swim check, even if distracted or endangered.  It can use the run action while swimming, provided it swims in a straight line.
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Smoke Paraelemental
« Reply #4 on: July 27, 2012, 01:00:55 AM »
Smoke Paraelemental
A pillar of thick, black smoke approaches.  Red-hot cinders serve as eyes, while two massive arms with tenebrous, sickle-shaped claws reach towards you.

Smoke paraelementals dwell on the planes of Air and Fire, and they seek to unify the two elements whenever possible.
   Smoke paraelementals speak Ignan and Auran in hissing, crackling voices.


Smoke Paraelemental, Small
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Smoke Paraelemental, Medium
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Smoke Paraelemental, Large
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Smoke Paraelemental, Huge
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Smoke Paraelemental, Greater
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Smoke Paraelemental, Elder
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Smoke Paraelemental, Monolith
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Combat
Smoke paraelementals use their speed to good effect in combat, flying circles around their land-bound foes.

   Burning Touch (Ex): As an attack action, a smoke paraelemental can make a touch attack that deals 1d6 points of fire damage.  This attack deals an extra 1d6 points of damage for every size category larger than Small the smoke paraelemental is.
   A smoke paraelemental's burning touch attack counts as a natural attack for the purpose of feats such as Weapon Focus and Improved Natural Attack.

   Fire Mastery (Ex): A smoke paraelemental's burning touch attack and other fire effects ignore resistance to fire, and they still deal half damage to creatures with immunity to fire.

   Searing Smoke (Ex): The body of a smoke paraelemental is made up of searing smoke that burns the lungs of those unfortunate enough to inhale it.  Creatures hit by a smoke paraelemental's burning touch attack must succeed on a Fortitude save (DC 10 + 1/2 HD + the smoke paraelemental's Constitution modifier) or begin to choke on the smoke, becoming sickened for 1d4 rounds.  A choking creature can take a move action to cough out the inhaled smoke, ending this effect.
   Creatures hitting a smoke paraelemental with natural weapons or unarmed attacks take fire damage as though hit by the paraelemental's burning touch attack, though they do not risk becoming sickened.
   Any creature that begins its turn in the same space as a smoke paraelemental or attempts to pass through a smoke paraelemental's space takes damage as though hit by the paraelemental's burning touch attack, and becomes nauseated for 1 round unless it succeeds on a Fortitude save.

   Fluid Traits: As a creature with the fluid subtype, a smoke paraelemental is not subject to critical hits, flanking, nonlethal damage, or ability drain.  Due to the fluid nature of its body, a smoke paraelemental takes half damage from all weapons, though a weapon with a special ability such as flaming or frost deals its full energy damage with each hit.
   A smoke paraelemental cannot be tripped, grappled, or bull rushed (nor can it grapple opponents), and it automatically succeeds on Escape Artist checks made to escape from ropes, manacles, and tight spaces.  A smoke paraelemental is never staggered, but reducing it to 0 hit points causes it to lose integrity and break apart (though damage taken until that point does not degrade its ability to attack or resist attacks).

   Gaseous: As a gaseous creature, a smoke paraelemental has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks.  It also has no weight and does not set off traps that are triggered by weight.  A smoke paraelemental is subject to the effects of wind, and it can't manipulate objects or activate items.  A smoke paraelemental can occupy the same space as a creature of any size, since its flows around its target, but remains a creature of its normal size.
   A smoke paraelemental crackles and pops as it moves, and can be heard normally with Listen checks.  Nonvisual senses such as scent and blindsight are wholly effective with regard to a smoke paraelemental.

   Malleable Form (Ex): A smoke paraelemental's control over its form allows it to flow through tiny cracks in objects and move through obstacles.  A smoke paraelemental moves at normal speed through terrain that slows movement.  It can move through permeable objects at half speed, though it cannot move through completely solid barriers.  For example, a smoke paraelemental could flow through a wooden or brick wall by squeezing into cracks and channels, but it could not move through a wall of solid iron or rock.
« Last Edit: July 29, 2012, 04:32:44 AM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”