W is for Wildfire

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This article is part of a series for both the April 2020 RPG Blog Carnival and the 2020 Blogging A to Z Challenge.

Wildfire

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

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Pyroclasm, by John Avon (cropped)

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.

4f8474dd5804eb1abe7aaa7df04bf303New 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
Armor Class 15 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30ft.

STR
18 (+4)

DEX
13 (+1)
CON
18 (+4)
INT
3 (-4)
WIS
10 (+0)

CHA
8 (-1)

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)
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.

Actions‍‍‌

Multiattack. The elemental makes two slam attacks.
Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) damage, plus 4 (1d8) fire damage. Nonmagical armor worn by the target is partially melted and takes a permanent and cumulative -1 to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Lava (Recharge 4-6). The elemental can release a burst of extreme heat in a 15-foot radius centered upon itself. Creatures within range wielding a metal weapon or wearing a suit of heavy or medium metal armor feel it grow red-hot and take 9 (2d8) fire damage if in physical contact with the object. Should a creature take damage in this way, it must succeed on a DC 15 Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of its next turn.


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?

2 Comentarios Agrega el tuyo

  1. Frédérique dice:

    The magma guy seems quite simple brute 😉 I would love to live on Wildfire 😉 Just kidding…
    W is for Women

  2. juanrusso dice:

    Liked the «paraelemental» ideal. Lots of possibilities there

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