Paraelementals Ad&d. Where?


(Brent Welborn) #1

I looked through a bunch of my 2nd edition ad&d DS books and could not find paraelementals. You know, sun, magma, silt, and rain. Where can I find them?


#2

Dark Sun never fully detailed them fully out as far as I can tell. They have the paraelemental beasts, but that’s not what you are looking for.

Try poking around here. Some stuff from planescape can be ported over. But it is not Dark Sun.

http://www.lomion.de/cmm/paraelem.php


(Brent Welborn) #3

I was afraid of that. It’s rather bizarre to include a new creature without including it.
I added a lesser paraelemental of silt. https://darksunadventures.blogspot.com/2018/10/lesser-paraelemental-of-silt.html


#4

I took a look at your link with the silt elemental. It looks good. It looks like it is largely in line with the stats of the lesser athasian earth elemental with a few changes as expected.

I was curious to see if you would pattern it more after earth or water. I was surprised to see that the original lesser water elemental had significantly higher damage than the other elementals. Especially for a creature on a world with little water. I also think getting smacked with an earth shaped fist would hurt more than some water shaped tentacle… but what do I know.


(Brent Welborn) #5

I looked at earth mostly, but I tried to get a feel for the various lesser elementals and make something that would be in line with them.


#6

Unfortunately there are no stats for Rain, Sun, or Silt paraelementals. I actually statted all of them out by comparing them with AD&D stats for standard elementals and planescape elementals. Any AD&D players are free to use em.

Rain Paraelemental

Climate/Terrain: Any Outside
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Sunlight
Intelligence: Low (5-7)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 2
Movement: Flight 32 (A)
Hit Dice: 8, 12, or 16
THAC0: 13, 9, or 5
No. of Attacks: 1
Damage/Attack: 4d8
Special Attacks: Arc lightning
Special Defenses: +2 or better to hit
Magic Resistance: Nil
Size: L-8 (8-16 feet tall)
Morale: 8-12 Hit Dice: Champion (15-16)

16 Hit Dice: Fanatic (17)|
|XP Value:|8 Hit Dice: 3,000

12 Hit Dice: 7,000

16 Hit Dice: 11,000|

Rain paraelementals are the rarest of all paraelementals on Athas, as they seldom last long once exposed to the unforgiving climate of the desert. Their forms are cold, born from the icy mingling of lashing winds and freezing waters. Mobile and aggressive, they are at odds with both their environment and their own dual natures. Rain paraelementals are accorded a degree of respect not enjoyed by other paraelementals. Unfortunately, the creatures have little concept of such things, and pay no heed to those who seek to appease them through veneration.

Combat: Rain paraelementals enjoy a high degree of mobility, making them powerful on large battlefields. They often attempt to lure foes to within range of their arc lightning. Rain elementals attack with limbs of concentrated wind charged with lightning, half of its damage is considered lightning damage.

If someone with metal armor or a two handed metal weapon is within five feet of a person attacked by a rain elemental, the lightning bolt jumps to them for 1d8 damage. This can potentially affect multiple people.

Silt Paraelemental

Climate/Terrain: Any Outside
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Sunlight
Intelligence: Low (5-7)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 2
Movement: Flight 32 (A)
Hit Dice: 8, 12, or 16
THAC0: 13, 9, or 5
No. of Attacks: 1
Damage/Attack: 5d6
Special Attacks: Whirlpool
Special Defenses: +2 or better to hit
Magic Resistance: Nil
Size: L-8 (8-16 feet tall)
Morale: 8-12 Hit Dice: Champion (15-16)

16 Hit Dice: Fanatic (17)|
|XP Value:|8 Hit Dice: 3,000

12 Hit Dice: 7,000

16 Hit Dice: 11,000|

Silt paraelementals swim the gloomy seas of their home plane but are mobile above ground if summoned to such a location. They take on a loosely snakelike shape and use this form to either swim through silt or crawl across solid ground. When summoned to the Material Plane, a silt paraelemental forms itself from whatever amount of silt it was conjured from.

Combat: Silt paraelementals are virtually invisible until they attack because they usually slink about in the same silt from which they are made. Only when they rise above the silt are their shapes visible.

Silt paraelementals can create whirlpools by swirling about within bodies silt, creating a funnelling effect. The effect draws everything within a 1-foot radius per hit point it has straight down into the funnel. Once it stops spinning, the silt above closes in, trapping any creature drawn in below the surface. Victims must make eight successful Constitution rolls in a row to reach the surface before breathing in silt. Victims who breath in silt must make a successful save vs. death magic at -3 or they die. If the save is successful, they receive 2-20 (2dl0) points of damage and must continue toward the surface, attempting their remaining Constitution rolls.

Sun Paraelemental

Climate/Terrain: Any Air
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Sunlight
Intelligence: Low (5-7)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 2
Movement: Flight 32 (A)
Hit Dice: 8, 12, or 16
THAC0: 13, 9, or 5
No. of Attacks: 1
Damage/Attack: 4d4
Special Attacks: Burn
Special Defenses: +2 or better to hit, Radiant Aura
Magic Resistance: Nil
Size: L-8 (8-16 feet tall)
Morale: 8-12 Hit Dice: Champion (15-16)

16 Hit Dice: Fanatic (17)|
|XP Value:|8 Hit Dice: 3,000

12 Hit Dice: 7,000

16 Hit Dice: 11,000|

Sun paraelementals typically drift through the blazing skies of their home plane but are equally at home in the sunburned heavens of Athas. They move with smooth speed and fear little, secure in their incendiary natures.

A sun paraelemental manifests as an incandescent creature of sunlight almost too painful to look at. Everything they touch runs the risk of catching fire. Thankfully, the sun paraelemental is an airborne creature and accidental encounters are extremely rare.

Combat: A sun paraelemental is a confident opponent that does not flinch from a frontal assault when pressed to battle. It utilizes its ability to burn its targets to the maximum, attempting to set fires wherever it can when in danger. Sun paraelementals also inflict an additional 1d8 damage on undead.

Flammable objects that touch a sun paraelemental ignite and burn until extinguished or totally consumed unless they successfully save vs. magical fire at a -2. All attackers that rely on sight suffer -2 to hitting a sun paraelemental due to the blinding light it emits


(Brent Welborn) #7

Nice. I’ll check them out and make an intelligent response later.