|
By: Jan Willem v.d. Brink
Type: Elemental
Difficulty: CR 3, 6, or 9
Game: Dungeons & Dragons (D&D)
| Young | Adult |
Type: | Small Elemental (Earth, Fire) | Medium Elemental (Earth, Fire) |
Hit Dice: | 3d8+3 (16 hp) | 6d8+12 (39 hp) |
Initiative: | +1 (+1 Dex) | +1 (Dex) |
Speed: | 20 ft. (4 squares), burrow 15 ft. | 30 ft. (6 squares), burrow 20 ft. |
Armor Class: | 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15 | 17 (+1 Dex, +6 natural), touch 11, flat-footed 15 |
Base Attack/Grapple: | +2/-1 | +4/+7 |
Attack: | Slam +4 melee (1d6+1 plus 1d4 fire) | Slam +7 melee (1d8+4 plus 1d6 fire) |
Full Attack: | Slam +4 melee (1d6+1 plus 1d4 fire) | Slam +7 melee (1d8+4 plus 1d6 fire) |
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. |
Special Attacks: | Burn, spell-like abilities | Burn, spell-like abilities |
Special Qualities: | Darkvision 60 ft., elemental traits, extinguish, immunity to fire, vulnerability to cold | Darkvision 60 ft., elemental traits, extinguish, immunity to fire, vulnerability to cold |
Saves: | Fort +4, Ref +2, Will +3 | Fort +7, Ref +3, Will +5 |
Abilities: | Str 13, Dex 12, Con 13, Int 10, Wis 11, Cha 14 | Str 17, Dex 12, Con 15, Int 12, Wis 13, Cha 16 |
Skills: | Concentration +7, Intimidate +7 | Concentration +11, Intimidate +11, Listen +6, Spot +6 |
Feats: | Iron Will, Power Attack | Iron Will, Power Attack, Spell Focus (evocation) |
Climate/Terrain: | Underground | Underground |
Organisation: | Solitary, team (2-4) | Solitary, team (2-4), or squad (1-3 plus 6-9 young) |
Challenge Rating: | 3 | 6 |
Treasure: | No coins, triple goods (gems only), no items | No coins, triple goods (gems only), no items |
Alignment: | Always lawful evil | Always lawful evil |
Advancement: | 4-5 HD (Small) | 7-11 HD (Medium) |
Level Adjustment: | - | - |
| | |
| | |
| Elder | |
Type: | Large Elemental (Earth, Fire) | |
Hit Dice: | 12d8+48 (102 hp) | |
Initiative: | +1 (+1 Dex) | |
Speed: | 40 ft (8 squares), burrow 30 ft. | |
Armor Class: | 19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 18 | |
Base Attack/Grapple: | +9/+2- | |
Attack: | Slam +15 melee (2d6+7 plus 1d8 fire) | |
Full Attack: | 2 slams +16 melee (2d6+7 plus 1d8 fire) | |
Space/Reach: | 10 ft./10 ft. | |
Special Attacks: | Burn, spell-like abilities | |
Special Qualities: | Darkvision 60 ft., elemental traits, extinguish, immunity to fire, vulnerability to cold | |
Saves: | Fort +12, Ref +3, Will +9 | |
Abilities: | Str 25, Dex 12, Con 19, Int 14, Wis 15, Cha 18 | |
Skills: | Concentration +19, Intimidate +19, Listen +17, Spot +17 | |
Feats: | Iron Will, Power Attack, Spell Focus (evocation) | |
Climate/Terrain: | Underground | |
Organisation: | Solitary, team (2-4) | |
Challenge Rating: | 9 | |
Treasure: | No coins, triple goods (gems only), no items | |
Alignment: | Always lawful evil | |
Advancement: | 13-20 HD (Large) | |
Level Adjustment: | - | |
Consisting of earth and fire, the body of a magma folk is a swirling mass of molten sand and stone, with flames bursting out
at all sides. Magma folk have squat humanoid forms, which is why they're also known as magma dwarves.
Magma folk speak Terran.
Combat
Magma folk like to weaken their opponents with their spell like abilities. When a foe is lit like a torch, the magma folk closes
in and uses its flaming fists to finish the job.
If an enemy turns out to be stronger than anticipated a magma folk uses it's extinguish ability and flees. It also uses the ability
when facing an opponent who deals cold damage, or cannot be hurt by fire.
Burn (Ex): A magma folk's slam attack deals bludgeoning damage plus fire damage from the magma folk's flaming body.
Those hit by a magma folk's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the magma folk's size (see the magma folk's individual descriptions below). A burning creature can
take a move action to put out the flame. The save DC is Constitution-based.
Creatures hitting a magma folk with natural weapons or unarmed attacks take fire damage as though hit by the magma folk’s
attack, and also catch on fire unless they succeed on a Reflex save.
Extinguish (Su): As a standard action, a magma folk stop the burning of its own body. The magma folk's molten body
cools down and turns into stone.
When the flames are gone, the magma folk does not have its spell-like abilities, nor its burn ability (so its slam attacks do not
deal fire damage). It is not vulnerable to cold. The magma folk's natural armor bonus is raised by +3, and it gains damage
reduction 5/-.
A magma folk can rekindle the flames as a standard action.
Vulnerability to Cold: Magmin folk take half again as much (+50%) damage as normal from cold, regardless of whether
a saving throw is allowed, or if the save is a success or failure.
Young Magma Folk
Young magma folk stand between three and four feet tall, and weigh some sixty pounds.
Combat
Burn (Ex): Save DC 12.
Spell-Like Abilities: 3/day - burning hands (DC 13). 1/day - scorching ray. Caster level 3rd. The save DCs are
Charisma-based.
Adult
An adult magma folk stands between four and eight feet tall, and can weigh up to 550 pounds.
Combat
Burn (Ex): Save DC 15.
Spell-Like Abilities: 3/day - burning hands (DC 15), flaming sphere (DC 16), scorching ray. 1/day - fireball (DC 17). Caster level 5th. The save DCs are Charisma-based.
Elder
Elder magma folk stand over eight feet tall, but are rarely taller than fifteen feet. Their weight depends on their exact size,
and varies between 500 and 4,000 pounds.
Combat
Burn (Ex): Save DC 20.
Spell-Like Abilities: 3/day - burning hands (DC 17), fireball (DC 19), flaming sphere (DC 18), scorching ray. 1/day -
wall of fire. Caster level 7th. The save DCs are Charisma-based.
Habitat/Ecology
Little is known about magma folk among other people. Some scholars believe that magma folk are cursed beings, expelled
from the Elemental Planes by good elemental deities. Whether this is true or not, magma folk behave like one would expect
from evil elemental creatures who've been banned to the Material Plane. They search environments similar to that of the
Elemental Planes to live in, and destroy everything that is different.
A magma folk slowly grows as its body absorbs material when it burrows through the earth, or bathes in lava. The humanoid
form of a magma folk limits its size. If a magma folk would grow taller than eight feet, and weigh over 4,000 pounds, the
body would collaps. When a magma folk's body becomes too big, the creature simply tears a small part off. This does not
hurt the magma folk at all. Like all elemental creatures, a magma folk's soul and body are one. When a large magma folk
throws away a lump of magma it is usually just a piece of material, but on rare occasions the essence of the creature splits and
the lump becomes a magma folk.
Tribes of magma folk are led by the biggest and strongest individual. This leader picks a place to live for the tribe. This is
usually a huge cave, with several passages leading away from it. There is often a lava-stream nearby, because magma folk
like to bathe in lava. Magma folk tolerate some creatures in their territory, like earth and fire elementals, and some kinds of
mephits. Most magma folk live deep underground, but some tribes inhabit volcanoes, close to the surface.
Magma folk spend much of their time decorating the caverns in which they live. They smoothen the walls and use veins in
the rock to make all kinds of patterns. They also gather gems and decorate their homes with the precious stones.
Magma folk hate everything that is not composed of earth and fire, as if they'd like to turn the Material Plane into an
elemental world. They actively search things and beings that are not elementals and kill and burn them. When they encounter
settlements of creatures they want to destroy, like dwarfs or dark elves, magma folk often distract the inhabitants by creating
a fire somewhere. When the adult population is busy putting out the fire, the magma folk attack. They burrow till they're
underneath a building and burst through the floor. The evil beings kill as much people as possible, but focus on baby's,
children, and women who can give birth. If the town still excists some years later, the magma folk strike again. This is an
effective way to make sure the community dies. It often takes the magma folk decades to achieve this, but they are patient.
Adventure Seeds
Good/Neutral Party: After the PCs encounter magma folk - in the bowels of the earth, or protecting a town on the surface -
a magma folk approaches them. The creature claims to have left his people and their evil ways in order to explore the surface
world and its inhabitants. The magma folk begs the PCs to let him join their group.
Evil Party: A small town that is located near a volcano has been attacked by magma folk once every five years for the past
twenty years. The last attack happened almost five years ago, and the citizens of the town expect an attack soon. They hire the
PCs to protect them.
When they’ve just received payment for the protection of the town, one of the citizens approaches the PCs. He is an evil man,
who studied the magma folk and knows that they collect gems. He is willing to lead the PCs to the magma folk's layer to
collect the precious stones, right at the moment when the elemental creatures attack, so the PCs can be sure the bulk of the
tribe is not there to defend their home.
Licensing:
This material is distributed under the Open Game License Version 1.0a (view a copy of the license). The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a: all names. All text in this document is designated as Open Game Content, except the previously claimed Product Identity
Back to the Castle
Home | Contact | Legal and privacy policy | Top of page
This website © Copyright 1999-2011, Arjan Wardekker. All rights reserved. All trademarks and copyrights are the property of their respective owners.
|
|