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| #1RCNovakMar 22, 2015 14:13:19 |
Looking for some help looking at this stat block I developed for an Ice Paraelemental for use in a future game. I thought it would be an easy transposition as there were a lot of Elementals already ready to reference in the Monster Manual, but I wanted to make sure it wasn't more powerful than the other CR 5 Elementals. I based it's Attributes entirely upon the Earth Elemental (due to a similar consistency in form, weight, etc.) but am also open to tweaking the numbers... I'll ask you Math Whizzes for help on that.
Born of clashing, residual elemental energies from the Planes of Air and Water; the Ice Paraelemental is a craggy, glacial spire given life. Its body is composed of segmented plates of sharpened ice that fold and shift over themselves as the elemental lumbers forward, with motes of snow drifting off it's frigid mass.
Large Elemental, Neutral
AC: 17 (Natural Armor)
STR: 20
Damage Vulnerabilities: Fire
Frost Form: The elemental can freely pass through nonmagical, unworked ice or snow. While doing so, it doesn't disturb the material it moves through and it is unaffected by difficult terrain or movement-impairing effects that would be caused by arctic conditions. If the Elemental makes contact with a body of water or liquid that is principally water (not counting Water-Based creatures), it freezes the liquid to a depth of 6 inches over a 10-foot area around it. This ice lasts for 1 minute. In addition, a creature who touches the elemental, hits it with a melee attack, or is swimming in water frozen by it suffers 3 (1d6) cold damage. If caught swimming, that creature is also pushed to the nearest unoccupied space of swimmable water.
Numbing Cold: Whenever a creature would suffer Cold Damage originating from the Ice Paraelemental, they must succeed on a DC 13 Constitution Saving Throw or have their speed reduced by 5 ft. This effect is cumulative to a reduction equal to 0 ft. for total movement speed. The target can only remove this effect by spending a short or long rest somewhere warm.
Multiattack: The elemental makes two Puncture attacks.
Puncture: Melee Weapon Attack, +8 to Hit, reach 10 ft., one target. Hit: 1d8 Piercing + 1d8 Cold + 5 Damage (14). |
| #2DMIncognitoMar 22, 2015 17:26:36 | I realize you were primarily looking for advice on stats, but this looks absolutely badass, and something I'd love to find a reason to put into my campaign! Great work.
If you're tweaking the Earth elemental and haven't gone crazy with new powers (I haven't done a side-by-side compare, but my gut says you haven't), I think you'll be right in line with the others. |
| #3RCNovakMar 22, 2015 17:55:18 |
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| #4Varden_KholMar 22, 2015 18:59:33 |
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| #5RCNovakMar 23, 2015 11:17:29 |
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| #6fullm3talOptimusMar 23, 2015 12:25:11 | Woah, super cool, I love it. Like, absoluetly awesome! I would totally love to see the other missing ones as well. And I ddi a side by side comparison to the others and in my opinion you are good where you are to keep it even |
| (Reply to #5)Varden_Khol |
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| (Reply to #7)RCNovak |
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