Page 202 - Monster Manual Expanded III Dragonix
P. 202

Magma Paraelemental

        Spawned within the core of massive volcanoes
        located at the edges of where Elemental Planes of
        Earth and Fire touch, the magma paraelemental
        is a hulking being composed of lava and stone.
        Its upper body appears as a stocky, muscular
        humanoid with searing red lava glowing from
        within the cracks on its body, its eyes, and
        mouth. Its lower half is a mass of hot molten
        rock, which it uses to crawl over the ground
        like a snail, burning every surface it passes.
          Hot-Blooded. The magma paraelemental's
        body is scorchingly hot that its mere touch
        causes flesh and objects to catch fire.  Those
        foolish enough to strike it with bare hands and
        weapons soon discover the folly of their actions, as the
        quick contact of their attack is enough to roast their
        flesh.
          Hot Companions. In the Material Plane, magma
        elementals inhabit places of intense heat and often
        within the presence of magma, such as volcanoes, lava
        beds, and deep within Toril's core. It is not surprising
        that they associate with azers, duergar, efreet, fire
        giants, magma mephits, salamanders, smoke
        mephits, and red dragons, serving as
        guards, siege troops, or smelters. They
        are also sometimes summoned by
        followers of Grumbar, Imix, Kossuth,
        Ogrémoch, and Surtur.













         Magma Paraelemental                                   Heated Weapons. When the paraelemental hits with a metal melee
                                                               weapon, it deals an extra 3 (1d6) fire damage (included in the attack).
         Large elemental, neutral
                                                               Illumination. The paraelemental sheds bright light in a 10-foot radius
                                                               and dim light in an additional 10 feet.
         Armor Class 13 (natural armor)
         Hit Points 102 (12d10 + 36)                           Siege Monster. The paraelemental deals double damage to objects
         Speed 40 ft.                                          and structures.
                                                               Water Susceptibility. For every 10 feet the paraelemental moves in
             STR           DEX           CON           INT           WIS           CHA   water, or for every 2 gallons of water splashed on it, it takes 1 cold
                15 (+2)       10 (+0)      16 (+3)       5 (-3)        10 (+0)        6 (-2)
                                                               damage.
                                                               Actions
         Damage Resistances bludgeoning, piercing, and slashing from
           nonmagical attacks                                  Multiattack. The paraelemental makes two Slam attacks.
         Damage Immunities fire, poison
                                                               Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11
         Condition Immunities exhaustion, grappled, paralyzed, petrified,
           poisoned, prone, restrained, unconscious            (2d8 + 2) bludgeoning damage plus 3 (1d6) fire damage. If the target
                                                               is a creature or a flammable object, it ignites. Until a creature takes
         Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 10
                                                               an action to douse the fire, the target takes 5 (1d10) fire damage at
         Languages Ignan, Terran
                                                               the start of each of its turns.
         Challenge 5 (1,800 XP)       Proficiency Bonus +3
                                                               Hurl Magma. Ranged Spell Attack: +5 to hit, range 30 ft., one target.
         Heated Body. A creature that touches the paraelemental or hits   Hit: 5 (1d10) fire damage. If the target is a creature or a flammable
         it with a melee attack while within 5 feet of it takes 5 (1d10) fire   object, it ignites. Until a creature takes an action to douse the fire, the
         damage.                                               target takes 5 (1d10) fire damage at the start of each of its turns.
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