Magma ParaelementalA 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, SmallSize/Type: Small Elemental (Earth, Fire, Fluid, Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 17 (+1 size, +6 natural), touch 11, flat-footed 17
Base Attack/Grapple: +1/-1
Attack: Slam +4 melee (1d4+2 plus 1d4 fire)
Full Attack: Slam +4 melee (1d4+2 plus 1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn, engulf, molten body
Special Qualities: Darkvision 60 ft., elemental traits, fluid traits, hardening, immunity to fire, malleable form, vulnerability to cold and water
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 14, Dex 10, Con 12, Int 4, Wis 11, Cha 16
Skills: Listen +2, Spot +3
Feats: Power Attack
Environment: Elemental Planes of Fire and Earth
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Level Adjustment: --
Magma Paraelemental, MediumSize/Type: Medium Elemental (Earth, Fire, Fluid, Extraplanar)
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d6+3 plus 1d6 fire)
Full Attack: Slam +6 melee (1d6+3 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn, engulf, molten body
Special Qualities: Darkvision 60 ft., elemental traits, fluid traits, hardening, immunity to fire, malleable form, vulnerability to cold and water
Saves: Fort +7, Ref +2, Will +1
Abilities: Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 17
Skills: Listen +3, Spot +4
Feats: Cleave, Power Attack
Environment: Elemental Planes of Fire and Earth
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium)
Level Adjustment: --
Magma Paraelemental, LargeSize/Type: Large Elemental (Earth, Fire, Fluid, Extraplanar)
Hit Dice: 8d8+32 (68 hp)
Initiative: +2
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Slam +10 melee (1d8+5 plus 1d8 fire)
Full Attack: 2 slams +10 melee (1d8+5 plus 1d8 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Burn, engulf, molten body
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, fluid traits, hardening, immunity to fire, malleable form, vulnerability to cold and water
Saves: Fort +10, Ref +4, Will +2
Abilities: Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 18
Skills: Listen +5, Spot +6
Feats: Cleave, Great Cleave, Power Attack
Environment: Elemental Planes of Fire and Earth
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large)
Level Adjustment: --
Magma Paraelemental, HugeSize/Type: Huge Elemental (Earth, Fire, Fluid, Extraplanar)
Hit Dice: 16d8+80 (152 hp)
Initiative: +4
Speed: 30 ft. (6 squares), burrow 30 ft.
Armor Class: 21 (-2 size, +4 Dex, +9 natural), touch 12, flat-footed 17
Base Attack/Grapple: +12/+27
Attack: Slam +17 melee (2d8+7 plus 2d8 fire)
Full Attack: 2 slams +17 melee (2d8+7 plus 2d8 fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Burn, engulf, molten body
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, fluid traits, hardening, immunity to fire, malleable form, vulnerability to cold and water
Saves: Fort +15, Ref +9, Will +7
Abilities: Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 19
Skills: Listen +11, Spot +12
Feats: Alertness, Cleave, Great Cleave, Power Attack, Improved Bull Rush, Iron Will
Environment: Elemental Planes of Fire and Earth
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 17-20 HD (Huge)
Level Adjustment: --
Magma Paraelemental, GreaterSize/Type: Huge Elemental (Earth, Fire, Fluid, Extraplanar)
Hit Dice: 21d8+105 (199 hp)
Initiative: +5
Speed: 30 ft. (6 squares), burrow 30 ft.
Armor Class: 22 (-2 size, +5 Dex, +9 natural), touch 13, flat-footed 17
Base Attack/Grapple: +15/+31
Attack: Slam +21 melee (2d8+8 plus 2d8 fire)
Full Attack: 2 slams +21 melee (2d8+8 plus 2d8 fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Burn, engulf, molten body
Special Qualities: Damage reduction 10/-, darkvision 60 ft., elemental traits, fluid traits, hardening, immunity to fire, malleable form, vulnerability to cold and water
Saves: Fort +17, Ref +14, Will +9
Abilities: Str 26, Dex 20, Con 21, Int 8, Wis 11, Cha 26
Skills: Listen +14, Spot +14
Feats: Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack
Environment: Elemental Planes of Fire and Earth
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 22-23 HD (Huge)
Level Adjustment: --
Magma Paraelemental, ElderSize/Type: Huge Elemental (Earth, Fire, Fluid, Extraplanar)
Hit Dice: 24d8+120 (228 hp)
Initiative: +6
Speed: 30 ft. (6 squares), burrow 30 ft.
Armor Class: 23 (-2 size, +6 Dex, +9 natural), touch 14, flat-footed 17
Base Attack/Grapple: +18/+35
Attack: Slam +25 melee (2d8+9/19-20 plus 2d8 fire)
Full Attack: 2 slams +25 melee (2d8+9/19-20 plus 2d8 fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Burn, engulf, molten body
Special Qualities: Damage reduction 10/-, darkvision 60 ft., elemental traits, fluid traits, hardening, immunity to fire, malleable form, vulnerability to cold and water
Saves: Fort +19, Ref +16, Will +10
Abilities: Str 28, Dex 22, Con 21, Int 10, Wis 11, Cha 27
Skills: Listen +28, Spot +29
Feats: Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack
Environment: Elemental Planes of Fire and Earth
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 25-35 HD (Huge)
Level Adjustment: --
Magma Paraelemental, MonolithSize/Type: Gargantuan Elemental (Earth, Fire, Fluid, Extraplanar)
Hit Dice: 36d8+244 (417 hp)
Initiative: +6
Speed: 30 ft. (6 squares), burrow 30 ft.
Armor Class: 27 (-4 size, +6 Dex, +15 natural), touch 12, flat-footed 21
Base Attack/Grapple: +27/+53
Attack: Slam +38 melee (6d6+14/19-20 plus 4d6 fire)
Full Attack: 2 slams +38 melee (6d6+14/19-20 plus 4d6 fire)
Space/Reach: 20 ft./20 ft.
Special Attacks: Burn, engulf, molten body
Special Qualities: Damage reduction 15/-, darkvision 60 ft., elemental traits, fluid traits, hardening, immunity to fire, malleable form, vulnerability to cold and water
Saves: Fort +27, Ref +20, Will +16
Abilities: Str 38, Dex 22, Con 25, Int 12, Wis 15, Cha 38
Skills: Climb+22, Diplomacy +16, Intimidate +27, Jump +27, Listen +43, Sense Motive +15, Spot +43
Feats: Alertness, Awesome Blow, Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Natural Attack, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Environment: Elemental Planes of Fire and Earth
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually neutral
Advancement: 37-54 HD (Gargantuan)
Level Adjustment: --
CombatMagma 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.