The para-elementals are the inhabitants of the para-elemental planes, Ice, Ooze, Magma, and Smoke, that lie between the major planes of Earth, Air, Fire, and Water.
Para-elementals are summoned as normal elementals are, except that there is a chance of not getting the summoned elemental but one from either of the major elemental planes adjoining it. This chance is 100% minus 5% per level of the summoner.
Conjured para-elementals fall into 3 hit-dice-strength categories like their major plane brethren: those of 16 HD strength are conjured by spell; those of 12 HD are conjured by summoning device; and those of 8 HD strength are conjured by means of a staff.
Conjured by spell
Conjured by summoning device
Conjured through a staff
16 hit dice
12 hit dice
8 hit dice
Any creature conjuring an elemental may do so but once per day per means per elemental type.
For example a magic-user with two appropriate staffs could summon at least two elementals, one through each staff, once per day, each. Both elementals could not be the same kind. If the magic-user were able to employ several spells to conjure elementals, each spell would have to summon a different kind of elemental. However, if the magic-user also had a summoning device and a staff he could possibly evoke three elementals of the same type.
As elementals are stupid and resent being summoned, the conjuring party must concentrate upon controlling the creature.
Failure to do so will result in the elemental turning upon the summoner 75% of the time and attacking. The turning elemental will come directly towards the conjuring party, attacking anything in its path along the way. Control can never be regained, and an uncontrolled elemental will always return to its own plane in three turns after control is lost.
If an elemental does not turn (25% chance), it simply goes immediately to its own plane.
Control concentration requires that the summoning party remain stationary and be neither physically nor mentally attacked, including attack by missile or distraction. In any event, only one elemental at a time can be controlled. [MM. Elemental]
Para-elementals are impervious to attacks from weapons of less than +1 enchantment or by creatures without magical ability of 4 hit dice or less.
As with ordinary elementals, control over the para-elemental must be maintained at all times, otherwise it will turn on its summoner.
A conjured elemental can be taken over and controlled by a magic-user casting a dispel magic spell (ratio dispeller's level over conjuring party's level to determine chance of success), and deliberately aiming it at dispelling the control rather than the elemental. However, if the spell fails, the effect is to strengthen the elemental to a full 8 points per hit die, double the controller's ability to concentrate, and make the elemental resent the one attempting the take-over, so that if it becomes uncontrolled, it will go after that magic-user.
The material components needed for summoning the para-elementals (aside from a large amount of the element) are as follows: a lens of clear crystal or glass is used to summon ice elementals; a damp cloth is used for ooze; volcanic glass is used for magma; and dry ash is used for smoke.
Neutral Large Elemental (air, extraplanar, water)
FREQUENCY: Very rare
NO. APPEARING: 1
SURPRISE: 33%
AURA: cold (10-ft)
SENSES: infravision
ARMOR CLASS: 3
MOVE: 6"
HIT DICE: 8-16 (8 HD, hp 36)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 12
MELEE: slam (3d12)
SPECIAL ATTACKS: cold aura, freeze - Hits As: +2
SPECIAL DEFENSES: elemental traits, regenerate in ice-snow, resist cold (half), DR/magic
WEAKNESS: vulnerability to fire (double)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +40%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Elemental (air, water)
LEVEL: VII (XP 2,850 + 15 per hp)
12 HD—AC 3, HD 12, hp 54, THAC0 9, Hits as +4, Saves 7/8/9/8/10
16 HD—AC 3, HD 16, hp 72, THAC0 7, Hits as +4, Saves 4/5/6/4/7
The Para-elemental Plane of Cold is located at the juncture of the major elemental Planes of Air and Water, and para-elementals from that wintry land resemble tall, translucent, white humanoids coated with frost.
Those coming within 10 feet of a cold para-elemental take 1-4 points damage per round due to the intense cold that surrounds its being.
The cold para-elemental has the ability to freeze on touch water or liquids containing mostly water for up to 100 square feet per round to a depth of 6 inches.
In addition, it may remove damage to itself if it is in contact with ice, snow, or sleet and takes no further damage while healing itself, at a rate of 1-8 hit points per round.
Cold does half-damage to an ice para-elemental, while fire-based attacks do double damage.
Attacks against cold-using opponents are at -1 to damage dice.
The ice para-elementals have a loose organization with no set leader, though there are rumors that several powerful ice-lords exist on their plane.
Neutral Large Elemental (earth, extraplanar, fire)
FREQUENCY: Very rare
NO. APPEARING: 1
SURPRISE: 33%
AURA: heat metal (20-ft)
SENSES: infravision
ARMOR CLASS: 3
MOVE: 6"
HIT DICE: 8-16 (8 HD, hp 36)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 12
MELEE: slam (4d6)
SPECIAL ATTACKS: burn, heat metal aura - Hits As: +2
SPECIAL DEFENSES: elemental traits, immune to fire, DR/magic
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +40%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Elemental (earth, fire)
LEVEL: VII (XP 2,850 + 15 per hp)
12 HD—AC 2, HD 12, hp 54, THAC0 9, Hits as +4, Saves 7/8/9/8/10
16 HD—AC 2, HD 16, hp 72, THAC0 7, Hits as +4, Saves 4/5/6/4/7
Magma para-elementals, often called heat para-elementals, are natives of the Para-elemental Plane of Magma, a rocky, volcanic place located at the edges of the Elemental Planes of Fire and Earth.
Para-elementals summoned from this plane are humanoid from the waist up, and their legs and torsos are molten rock. The eyes and mouths of these creatures glow with a reddish light from the fires within.
The heat from a magma elemental is similar to the druidic heat metal spell, affecting all within 20 feet. During the 1st round of exposure, metals will grow hot; during the 2nd, metallic armor and weapons will do 1-4 points of damage to their wielders; and on the 3rd and succeeding rounds, metal-using characters will take 2-8 points damage and nonmetal-using characters will take 1-4 points. Leaving the area of the effect causes the damage to drop 1 level immediately and to disappear completely the following round.
Wood and other flammable objects brought in contact with either the para-elemental or metal heated by it will burst into flame.
The Para-elemental Plane of Magma is a lonely volcanic plain spotted by volcanos, and its denizens carry out their tasks in packs with no set leader, although there may be exceptional para-elementals with magical power.
Neutral Large Elemental (earth, extraplanar, water)
FREQUENCY: Very rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 3
MOVE: fly 36" (Class A)
HIT DICE: 8-16 (8 HD, hp 36)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 12
MELEE: constrict (2d8)
SPECIAL ATTACKS: constrict - Hits As: +2
SPECIAL DEFENSES: amorphous, elemental traits, DR/magic
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +40%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Elemental (earth, water)
LEVEL: VII (XP 2,850 + 15 per hp)
12 HD—AC 2, HD 12, hp 54, THAC0 9, Hits as +4, Saves 7/8/9/8/10
16 HD—AC 2, HD 16, hp 72, THAC0 7, Hits as +4, Saves 4/5/6/4/7
The ooze para-elemental, also called the mud elemental, appears as a liquid mass of dark writhing tendrils.
If an ooze para-elemental hits, it has wrapped a tendril around its opponent and will constrict for 2-16 points of damage per round until the para-elemental is dispelled, defeated, or releases the opponent on command of the summoner.
Any number of opponents can be constricted, but only 1 can be attacked and ensnared at a time. A captured character may still attack but can be swept off his feet by the para-elemental and carried off.
The ooze para-elemental's form is mutable, such that one can fit into tight crevices and beneath doorways with ease.
The Elemental Plane of Ooze is a cloudy, grey plane at the borders of the Elemental Planes of Water and Earth. Both water and earth creatures from these planes may be found in this para-plane. Ooze para-elementals have no fixed leader, but there are a number of contending slime-barons vying for control.
Neutral Large Elemental (air, extraplanar, fire)
FREQUENCY: Very rare
NO. APPEARING: 1
SURPRISE: 33%
AURA: blinding smoke (10-ft)
SENSES: infravision
ARMOR CLASS: 3
MOVE: 6" — fly 18" (Class E)
HIT DICE: 8-16 (8 HD, hp 36)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 12
MELEE: whirlwind strike (2d8) or blast (4d8)
SPECIAL ATTACKS: blast, whirlwind strike - Hits As: +2
SPECIAL DEFENSES: elemental traits, resist air attacks (-1 per die), DR/magic
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +40%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Elemental (earth, fire)
LEVEL: VII (XP 2,850 + 15 per hp)
12 HD—AC 2, HD 12, hp 54, THAC0 9, Hits as +4, Saves 7/8/9/8/10
16 HD—AC 2, HD 16, hp 72, THAC0 7, Hits as +4, Saves 4/5/6/4/7
Smoke para-elementals move either by drifting along the ground as black ash or by flying in the form of a concentrated blast of black fog.
The latter form has a maneuverabilty class E but does double damage when it hits a target. While forming and dissolving, the fog-form takes a full turn.
During normal attacks it can engage as many targets as are within 10 feet.
All within 10 feet must save vs. Poison or be -2 to hit from the blinding smoke.
Smoke elementals are -1 on damage dice from all air-based attacks, including those from air elementals.
The para-elemental Plane of Smoke is a dry, empty area with few long-term inhabitants. The smoke para-elementals have no king, but several exceptional types rule small pockets of the others. These exceptional para-elementals are usually feuding for control of the plane.