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Manual of the Planes

Manual of the Planes

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CHAPTER 9:MONSTERSIllus. by W. Reynolds182pretend to be flat-footed, delaying <strong>the</strong>ir action in hopes<strong>of</strong> luring opponents within reach <strong>of</strong> <strong>the</strong>ir many attacks<strong>of</strong> opportunity. (All ice paraelementals have <strong>the</strong>Combat Reflexes feat.) In any case, ice paraelementalsmove to maximize <strong>the</strong> number <strong>of</strong> opponentswithin <strong>the</strong> radius <strong>of</strong><strong>the</strong>ir chill metalattack, <strong>the</strong>nmaneuver tooutlast <strong>the</strong>enemy (whohas likely takingdamagefrom freezingweaponsand armor).Chill Metal(Su): Theice paraelemental’schillmetal powerfunctions like <strong>the</strong>druid spell <strong>of</strong> <strong>the</strong>same name,except that itaffects everythingwithin <strong>the</strong>given radius. As with <strong>the</strong> spell, it takes 3 rounds foraffected metal to reach <strong>the</strong> freezing stage. Once it does,it remains at that stage until <strong>the</strong> ice paraelementaltakes a standard action to end <strong>the</strong> effect. The metalreturns to its starting temperature 2 rounds later, justas with <strong>the</strong> spell.Cold Subtype (Ex): Cold immunity; double damagefrom fire except on a successful save.MAGMA PARAELEMENTALBir<strong>the</strong>d in <strong>the</strong> heart <strong>of</strong> extraplanar volcanoes, magmaparaelementals can erupt into violence without warning.A magma paraelemental is a hulking, humanoid figurecomposed entirely <strong>of</strong> lava. It is rock-colored across <strong>the</strong>chest, arms, and legs, where <strong>the</strong> lava has cooled somewhat,while <strong>the</strong> hands and feet are still fiery red. Twoglowing embers sit where eyes should be, and <strong>the</strong> mouthis a gaping maw <strong>of</strong> flame.Magma paraelementals live on <strong>the</strong> Elemental <strong>Planes</strong> <strong>of</strong>Fire and Earth. Accordingly, <strong>the</strong>y speak both Ignan andTerran in low, rumbling voices.Magma Paraelemental SizesParaelemental Height Weight Burn Save DCSmall 4 ft. 80 lb. 10Medium 8 ft. 750 lb. 11Large 16 ft. 6,000 lb. 13Huge 32 ft. 48,000 lb. 17Greater 36 ft. 54,000 lb. 19Elder 40 ft. 60,000 lb. 21CombatMagma paraelementals love to charge into melee combat.Given a chance, <strong>the</strong>y’ll grapple foes smaller than <strong>the</strong>y are.Burn (Ex): Those grappled by a magma paraelementalor hit by its slam attack must succeed at a Reflex save orcatch fire. The fire burnsfor 1d4 rounds (seeCatching on Fire, page86 <strong>of</strong> <strong>the</strong> DUNGEONMASTER’s Guide). Thesave DC varieswith <strong>the</strong> paraelemental’ssize. A burningcreature can takea move-equivalentaction to put out <strong>the</strong>flame.Creatures hittinga magma paraelementalwith naturalweapons or unarmed attacksmust likewisemake a Reflexsave to avoidcatching fire.Fire Subtype (Ex): Fire immunity, double damagefrom cold except on a successful save.OOZE PARAELEMENTALOoze paraelementals sli<strong>the</strong>r and crawl through <strong>the</strong> Elemental<strong>Planes</strong> <strong>of</strong> Earth and Water, which <strong>the</strong>y call home.An ooze paraelemental generally takes <strong>the</strong> form <strong>of</strong> adark brown torso, head, and arms rising from a pool <strong>of</strong>muck. As <strong>the</strong> pool flows across <strong>the</strong> landscape, <strong>the</strong> paraelementalmoves. It has gaping black indentations where itseyes and mouth would be.Ooze paraelementals speak Terran and Aquan in burblingtones.Ooze Paraelemental SizesParaelemental Height Weight Acid Save DCSmall 4 ft. 34 lb. 11Medium 8 ft. 280 lb. 13Large 16 ft. 2,250 lb. 16Huge 32 ft. 18,000 lb. 22Greater 36 ft. 21,000 lb. 25Elder 40 ft. 24,000 lb. 28CombatOoze paraelementals relish combat against most humanoidfoes, because <strong>the</strong>ir acid can melt weapons.Acid (Ex): An ooze paraelemental’s muck is highlyacidic and can rapidly dissolve organic material and metal.Any melee hit deals acid damage. The paraelemental’s aciddeals 40 points <strong>of</strong> damage per round to metal or woodenobjects. Armor or clothing dissolves and becomes uselessimmediately unless it succeeds at a Reflex save (DC varieswith <strong>the</strong> paraelemental’s size). A metal or wooden weapon

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