Paraelementals are representatives of elemental forces merging into another. They originate in the border regions of the elemental planes, where the planes fade into each other. In some cosmologies these regions of mixed elements are in fact seen as practically independent planes with their own traits and ecologies, the Paraelemental Planes.
Ice paraelementalUse the statistics of a fire elemental and apply the following changes. Type: The paraelemental loses its fire subtype and gains the air, cold, and water subtypes. Speed: The paraelemental gains a Swim speed equal to its land speed. Attacks: The paraelemental does additional cold damage with each successful slam attack instead of fire damage. The amount of additional damage remains the same. Special Attacks: Remove the fire elemental’s Burn special attack. Instead, it gains the following: Freeze (Ex): The touch of an ice paraelemental freezes water like the freezing effect of an otiluke’s freezing sphere spell, cast on a level equal to the paraelemental’s hit dice. Ice movement (Ex): An ice paraelemental suffers no penalties for any kind of movement (including climbing) on frozen surfaces. Special Qualities: An ice paraelemental is immune to cold, but has vulnerability to fire. Skills: An ice paraelemental has a +8 racial bonus to any Swim check to perform some special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line. Climate/Terrain: Elemental Planes of Air and Water (Paraelemental Plane of Ice)
Magma paraelementalUse the statistics of an earth elemental and apply the following changes. Type: The paraelemental gains the fire subtype in addition to its earth subtype Speed: The paraelemental gains a Burrow speed equal to its land speed. Armor Class: A magma paraelemental has got a natural armor bonus 2 less than an earth elemental. Attacks: The paraelemental does additional fire damage with each successful slam attack, depending on size.
Special Qualities: A magma paraelemental is immune to fire, but has vulnerability to cold. It doesn’t possess an earth elemental’s earth glide ability, tunneling through the ground with its burrow speed instead. Climate/Terrain: Elemental Planes of Earth and Fire (Paraelemental Plane of Magma)
Ooze paraelementalUse the statistics of a water elemental and apply the following changes. Type: The paraelemental gains the earth subtype in addition to its water subtype Speed: The paraelemental’s Swim speed is reduced by 1/3 Special Attacks: As a water elemental, and it gains the following one: Disease (Ex): Creatures hit by paraelemental’s slam attack must succeed on a Fortitude save (DC 10 + ½ the paraelemental’s HD + the paraelemental’s Constitution modifier) or contract filth fever. Climate/Terrain: Elemental Planes of Earth and Water (Paraelemental Plane of Ooze)
Smoke paraelementalUse the statistics of an air elemental and apply the following changes. Type: The paraelemental gains the fire subtype in addition to its air subtype Speed: The paraelemental has a fly speed of only 60 ft. (perfect maneuverability) Special Attacks: The paraelemental does not possess an air elemental’s whirlwind special attack, but it gains the following instead: Smoke cloud (Ex): The elemental can transform itself into a smoke cloud once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. The cloud is up to 50 feet wide into each direction depending on the paraelemental’s size. The elemental controls the exact measurements, but it must be at least 10 feet in a certain direction. Creatures caught in the smoke might be subject to smoke poisoning. An affected creature must succeed at a Fortitude save (DC 10 + ½ the paraelemental’s HD + the paraelemental’s Constitution modifier) when it inhales the fumes of the smoke cloud or take Constitution damage as shown in the table below. A smoke paraelemental cannot hold a creature inside the smoke cloud, but it can move along with it. A creature must make another Fortitude save each round to avoid taking further damage. Holding one’s breath does help. Creatures immune to poison are immune to the smokes effect. Any bonuses on saving throws against poison apply as well. The Constitution damage is not negative energy-based, so any resistances or immunities in this direction do not help. The smoke obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have half concealment, while those further away have total concealment.
Special Qualities: A smoke paraelemental is immune to fire, but has vulnerability to cold. Climate/Terrain: Elemental Planes of Air and Fire (Paraelemental Plane of Smoke) © 2009 by Bruder Grimm |
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