This article is part of a series for both the April 2020 RPG Blog Carnival and the 2020 Blogging A to Z Challenge.
Wildfire is a plane of flame and lava, home of many Djinni, Efreeti and goblins, and ruled by the Emberwilde Caliph Jan bin Jan, and the Emberwilde Order. Wildfire maintains trade with several of the Rabiahs, and Suq’Ata on Dominaria, through the use of several naturally-occuring portals that can be found scattered throughout the deserts. The Wildfire Efreeti are the main servants of the Emberwilde Djinn, who use them as emissaries to Suq’Ata.
It is said that the beings of Wildfire are responsible for teaching the goblins of Dominaria how to harness fire magic, knowing full well that they would be unable to master the gift. Wildfire, as a plane, shares much in common with the Elemental Plane of Fire from the regular cosmology, and Fernia from Eberron’s.
«Of course you should fight fire with fire. You should fight everything with fire.»
For your campaign
Paraelementals are the synthesis of two elemental forces within a single elemental creature. These creatures roam the planes of Eberron, occasionally crossing over to the Material Plane through manifest zones.
New monster: Magma Elemental
When primordial flame and stone collide on the fringes of the Elemental Planes of Earth and Fire, a magma paraelemental takes form. Their hearts are furnaces of volcanic force that churn deep inside bulbous, lumpy shells of molten rock. As they plod onward, they leave nothing but melted devastation in their wake. Unlike a pure fire elemental, a magma paraelemental’s burn is far less controlled or concentrated. Instead, the magma paraelemental personifies furious, wild heat. As such, its boiling body can liquify steel and eat through even the toughest armor, and close proximity can cause metals to grow red-hot.
Magma Paraelemental Large elemental, unaligned |
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Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 30ft. |
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STR |
DEX 13 (+1) |
CON 18 (+4) |
INT 3 (-4) |
WIS 10 (+0) |
CHA |
Damage Vulnerability thunder Damage Resistance bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60ft. passive Perception 10 Languages Terran, Ignan Challenge 5 (1,800 XP) |
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Molten Form. The elemental can freely pass through unworked, nonmagical lava, superheated rock, or other molten materials and even walk upon its liquid surface. While doing so, it is unaffected by difficult terrain or movement-impairing effects that would be caused by volcanic conditions. A creature who touches the elemental or hits it with a melee attack suffers 3 (1d6) fire damage. In addition, any nonmagical weapon made of metal, stone, or wood that hits the paraelemental begins to melt. After dealing damage, the weapon takes a cumulative -1 penalty to damage rolls. If its penalty reaches -5, the weapon is destroyed. Nonmagical ammunition made of metal, stone, or wood that hits the elemental is destroyed after dealing damage. The elemental can burn through 2-inch-thick, nonmagical wood, stone and metal in 1 round.
Water and Cold Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, the elemental takes 1 cold damage. In addition, whenever the elemental takes cold damage, it partially freezes and its speed is reduced by 20 feet until the end of its next turn. Self Illumination. The elemental sheds bright light in a 10-foot radius and dim light in an additional 10 feet. |
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Actions
Multiattack. The elemental makes two slam attacks. |
Have you used paraelementals? Have you used them as anything else but just simple brutes dealing damage appropriate to their composition? Have you created a paraelemental?
The magma guy seems quite simple brute 😉 I would love to live on Wildfire 😉 Just kidding…
W is for Women
Liked the «paraelemental» ideal. Lots of possibilities there