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Half-Paraelemental Template!
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<blockquote data-quote="Krishnath" data-source="post: 277568" data-attributes="member: 56"><p><span style="color: lightblue">Here it is, you're warned though, it's a long post...</span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue">Hope you like 'em.</span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"><u><strong>Template, Half-Paraelemental</strong></u></span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue">Half-Paraelementals are even rarer than Half-Elementals, and are the offspring of the union between Mortals and paraelemental creatures, or the end result of the Rare infusion of Para-elemental energy into living beings.</span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"><strong>Creating a Half-Paraelemental:</strong></span></p><p><span style="color: lightblue">"Half-Paraelemental" is a template that can be added to any corporeal creature with an intelligence score of 4 or more that is not an elemental (refered to hereafter as the base creature.).</span></p><p><span style="color: lightblue"><strong>Type:</strong> Changes to outsider.</span></p><p><span style="color: lightblue"><strong>Speed:</strong> Ooze half-paraelementals gain a swim speed equal to their land movement or their base swim speed, whichever is greater. Smoke half-paraelementals gain a fly speed of 60' (average manuverability) or their base fly speed and manuverability, whicever is greater.</span></p><p><span style="color: lightblue"><strong>AC:</strong> Natural armor increases by +1 for Ooze and Smoke half-paraelementals, and by +2 for Ice and Magma half-paraelementals.</span></p><p><span style="color: lightblue"><strong>Special Attacks:</strong> Half-Paraelementals retain all the special attacks of the base creature. Half-paraelementals with an Int or Wis score of 8 or higher, posses the following spell-like abilities, using their character levels as the caster level, as specified in the table. Each ability is useable once per day:</span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"><em><strong>Ice Half-Paraelemental:</strong></em><strong></strong></span></p><p><span style="color: lightblue"><strong>Level . . . Ability</strong></span></p><p><span style="color: lightblue">1-2 . . . . <em>Chill Touch</em></span></p><p><span style="color: lightblue">3-4 . . . . <em>Fog Cloud</em></span></p><p><span style="color: lightblue">5-6 . . . . <em>Snilloc's Snowball Swarm</em>*</span></p><p><span style="color: lightblue">7-8 . . . . <em>Ice Wall</em></span></p><p><span style="color: lightblue">9-10 . . . . <em>Ice Storm</em></span></p><p><span style="color: lightblue">11-12 . . . <em>Cone of Cold</em></span></p><p><span style="color: lightblue">13-14 . . . <em>Otiluke's Freezing Sphere</em></span></p><p><span style="color: lightblue">15-16 . . . <em>Zajimarn's Field of Icy Razors</em>*</span></p><p><span style="color: lightblue">17-18 . . . <em>Elemental Swarm</em> (Summons only Ice Paraelementals)</span></p><p><span style="color: lightblue">19+ . . . . <em>Planeshift</em></span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"><em><strong>Magma Half-Paraelemental:</strong></em><strong></strong></span></p><p><span style="color: lightblue"><strong>Level . . . Ability</strong></span></p><p><span style="color: lightblue">1-2 . . . . <em>Magic Stone</em></span></p><p><span style="color: lightblue">3-4 . . . . <em>Produce Flame</em></span></p><p><span style="color: lightblue">5-6 . . . . <em>Aganazzar's Scorcher</em>*</span></p><p><span style="color: lightblue">7-8 . . . . <em>Spike Stones</em></span></p><p><span style="color: lightblue">9-10 . . . . <em>Wall of Stone</em></span></p><p><span style="color: lightblue">11-12 . . . <em>Flame Strike</em></span></p><p><span style="color: lightblue">13-14 . . . <em>Earthquake</em></span></p><p><span style="color: lightblue">15-16 . . . <em>Incendiary Cloud</em></span></p><p><span style="color: lightblue">17-18 . . . <em>Elemental Swarm</em> (Summons only Magma Paraelementals)</span></p><p><span style="color: lightblue">19+ . . . . <em>Planeshift</em></span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"><em><strong>Ooze Half-Paraelemental:</strong></em><strong></strong></span></p><p><span style="color: lightblue"><strong>Level . . . Ability</strong></span></p><p><span style="color: lightblue">1-2 . . . . <em>Grease</em></span></p><p><span style="color: lightblue">3-4 . . . . <em>Soften Earth and Stone</em></span></p><p><span style="color: lightblue">5-6 . . . . <em>Melf's Acid Arrow</em></span></p><p><span style="color: lightblue">7-8 . . . . <em>Rusting Grasp</em></span></p><p><span style="color: lightblue">9-10 . . . . <em>Freedom of Movement</em></span></p><p><span style="color: lightblue">11-12 . . . <em>Cloudkill</em></span></p><p><span style="color: lightblue">13-14 . . . <em>Crumble*</em></span></p><p><span style="color: lightblue">15-16 . . . <em>Slime Wave**</em></span></p><p><span style="color: lightblue">17-18 . . . <em>Elemental Swarm</em> (Summons only Ooze Paraelementals)</span></p><p><span style="color: lightblue">19+ . . . . <em>Planeshift</em></span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"><em><strong>Smoke Half-Paraelemental:</strong></em><strong></strong></span></p><p><span style="color: lightblue"><strong>Level . . . Ability</strong></span></p><p><span style="color: lightblue">1-2 . . . . <em>Obscuring Mist</em></span></p><p><span style="color: lightblue">3-4 . . . . <em>Produce Flame</em></span></p><p><span style="color: lightblue">5-6 . . . . <em>Gaseous Form</em></span></p><p><span style="color: lightblue">7-8 . . . . <em>Air Walk</em></span></p><p><span style="color: lightblue">9-10 . . . . <em>Murderous Mist*</em></span></p><p><span style="color: lightblue">11-12 . . . <em>Flamestrike</em></span></p><p><span style="color: lightblue">13-14 . . . <em>Firestorm</em></span></p><p><span style="color: lightblue">15-16 . . . <em>Incendiary Cloud</em></span></p><p><span style="color: lightblue">17-18 . . . <em>Elemental Swarm</em> (Summons only Smoke Paraelementals)</span></p><p><span style="color: lightblue">19+ . . . . <em>Planeshift</em></span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue">* Found in <em>Magic of Faerun</em>™</span></p><p><span style="color: lightblue">** Found in either <em>Defenders of the Faith</em>™ or <em>Masters of the Wild</em>™</span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"><strong>Special Qualities:</strong> A half-paraelemental creature has all the basic abilities of the base creature. Half-paraelementals are immune to disease and gain a +4 racial bonus against poison. In addition they get special qualities depending on type.</span></p><p><span style="color: lightblue"><em>Ice Half-Paraelementals:</em> Ice subtype and the Icewalking special quality (described under the White Dragon entry in the MM)</span></p><p><span style="color: lightblue"><em>Magma Half-Paraelementals:</em> Fire Subtype and tremosrsense 30'</span></p><p><span style="color: lightblue"><em>Ooze Half-Paraelementals:</em> Acid Immunity.</span></p><p><span style="color: lightblue"><em>Smoke Half-Paraelementals:</em> Fire subtype and becomes breathless (Can not die from suffocation, since it has no need to breathe.)</span></p><p><span style="color: lightblue"><strong>Saves:</strong> Same as base creature.</span></p><p><span style="color: lightblue"><strong>Abilities:</strong> Changes from the base creature as follows:</span></p><p><span style="color: lightblue"><em>Ice:</em> Str +2, Dex +0, Con +4, Int +0, Wis +2, Cha +0</span></p><p><span style="color: lightblue"><em>Magma:</em> Str +4, Dex +0, Con +2, Int +0, Wis +2, Cha +0</span></p><p><span style="color: lightblue"><em>Ooze:</em> Str +2, Dex +4, Con +2, Int +0, Wis +2, Cha -2</span></p><p><span style="color: lightblue"><em>Smoke:</em> Str +0, Dex +2, Con +0, Int +2, Wis +2, Cha +2</span></p><p><span style="color: lightblue"><strong>Skills:[</strong> A half-paraelemental has 8 skill points, plus it's Int bonus, per Hit Die. Treat skills from the creatures skill list as class skills, and other skills as cross class, it gains skills for class levels normally. Any racial bonuses that apply to the base creature, apply to the base creature as well.</span></p><p><span style="color: lightblue"><strong>Feats:</strong> Half-paraelementals have one feat for every four levels or the base creatures total number of feats, whichever is greater.</span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"><strong>Climate/Terrain:</strong> Same as the base creature or the elemental</span></p><p><span style="color: lightblue"><strong>Organization:</strong> As the base creature, but often solitary.</span></p><p><span style="color: lightblue"><strong>Challenge Rating:</strong> Base creature +2</span></p><p><span style="color: lightblue"><strong>Alignment:</strong> Same the base creature</span></p><p><span style="color: lightblue"><strong>Treasure:</strong> Same as the base creature</span></p><p><span style="color: lightblue"><strong>Advancment:</strong> Same as the base creature.</span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"><strong>Half-Paraelemental Characters:</strong></span></p><p><span style="color: lightblue">Half-paraelementals often have a character class or two. Half-ice paraelementals favor the fighter and sorcerer class. Half-magma elementals favor the Barbarian and fighter class, half-ooze elementals favor the druid and rogue classes, and half-smoke paraelementals favor the rouge and bard classes.</span></p><p><span style="color: lightblue">Most Half-paraelemental spellcasters are druids.</span></p><p><span style="color: lightblue">Only a few half-paraelementals find acceptance among the civilized races, and as a concequence thereof, most Half-paraelementals tend to travel a lot. The races most likely to accept half-paraelementals are dwarves, gnolls, orcs, and strangely enough elves…</span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"><strong><u>Sample Half-paraelemental creature:</u></strong></span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"><strong>Half-paraelemental (ooze) Gnoll</strong></span></p><p><span style="color: lightblue"><strong>Medium-Size Outsider (Gnoll)</strong></span></p><p><span style="color: lightblue"><strong>Hit Dice:</strong> 2d8+4 (13 hp)</span></p><p><span style="color: lightblue"><strong>Initiative:</strong> +2 (Dex)</span></p><p><span style="color: lightblue"><strong>Speed:</strong> 30', swim 30'</span></p><p><span style="color: lightblue"><strong>AC:</strong> 16 (+2 Dex, +2 natural, +2 large steel shield.)</span></p><p><span style="color: lightblue"><strong>Attacks:</strong> Battleaxe +5 melee</span></p><p><span style="color: lightblue"><strong>Damage:</strong> Battleaxe 1d8+3</span></p><p><span style="color: lightblue"><strong>Face/Reach:</strong> 5' by 5'/5'</span></p><p><span style="color: lightblue"><strong>Special Attacks:</strong> <em>Grease</em> 1/day</span></p><p><span style="color: lightblue"><strong>Special Qualities:</strong> Darkvision 60', disease immunity, poison resistance (+4 on saves), acid immunity,</span></p><p><span style="color: lightblue"><strong>Saves:</strong> Fort +5, Ref +5, Will +4</span></p><p><span style="color: lightblue"><strong>Abilities:</strong> Str 17, Dex 14, Con 15, Int 8, Wis 13, Cha 6</span></p><p><span style="color: lightblue"><strong>Skills:</strong> Listen +6, Spot +6, Wilderness Lore (cc) +3,</span></p><p><span style="color: lightblue"><strong>Feats:</strong> Power Attack (-2/+2)</span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"><strong>Climate/Terrain:</strong> Temperate and Warm land and underground</span></p><p><span style="color: lightblue"><strong>Organization:</strong> Solitary, pair, gang (2-5), band (10-100 plus 50% non-combatants plus 1 3rd level sergeant per 20 adults and 1 leader of 4th to 6th level), or tribe (20-200 plus 1 3rd level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 6-10 dire lions; underground lairs also have 1-3 trolls.)</span></p><p><span style="color: lightblue"><strong>Challenge Rating:</strong> 3</span></p><p><span style="color: lightblue"><strong>Treasure:</strong> Standard</span></p><p><span style="color: lightblue"><strong>Alignment:</strong> Usually chaotic evil</span></p><p><span style="color: lightblue"><strong>Advancment:</strong> By character class.</span></p><p><span style="color: lightblue"><strong>Suggested Advancement Path:</strong> As either druid or fighter.</span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue">Comments, tomatoes, suggestions, constructive critisism? Bring it on.</span></p><p></p><p><span style="color: lightgreen">Edit: Increased the thoughness bonus and reduced the dex bonus on the Half-Paraelemental (Ice).</span></p></blockquote><p></p>
[QUOTE="Krishnath, post: 277568, member: 56"] [color=lightblue]Here it is, you're warned though, it's a long post... Hope you like 'em. [u][b]Template, Half-Paraelemental[/b][/u][b][/b] Half-Paraelementals are even rarer than Half-Elementals, and are the offspring of the union between Mortals and paraelemental creatures, or the end result of the Rare infusion of Para-elemental energy into living beings. [b]Creating a Half-Paraelemental:[/b] "Half-Paraelemental" is a template that can be added to any corporeal creature with an intelligence score of 4 or more that is not an elemental (refered to hereafter as the base creature.). [b]Type:[/b] Changes to outsider. [b]Speed:[/b] Ooze half-paraelementals gain a swim speed equal to their land movement or their base swim speed, whichever is greater. Smoke half-paraelementals gain a fly speed of 60' (average manuverability) or their base fly speed and manuverability, whicever is greater. [b]AC:[/b] Natural armor increases by +1 for Ooze and Smoke half-paraelementals, and by +2 for Ice and Magma half-paraelementals. [b]Special Attacks:[/b] Half-Paraelementals retain all the special attacks of the base creature. Half-paraelementals with an Int or Wis score of 8 or higher, posses the following spell-like abilities, using their character levels as the caster level, as specified in the table. Each ability is useable once per day: [i][b]Ice Half-Paraelemental:[/b][/i][b] Level . . . Ability[/b] 1-2 . . . . [i]Chill Touch[/i] 3-4 . . . . [i]Fog Cloud[/i] 5-6 . . . . [i]Snilloc's Snowball Swarm[/i]* 7-8 . . . . [i]Ice Wall[/i] 9-10 . . . . [i]Ice Storm[/i] 11-12 . . . [i]Cone of Cold[/i] 13-14 . . . [i]Otiluke's Freezing Sphere[/i] 15-16 . . . [i]Zajimarn's Field of Icy Razors[/i]* 17-18 . . . [i]Elemental Swarm[/i] (Summons only Ice Paraelementals) 19+ . . . . [i]Planeshift[/i] [i][b]Magma Half-Paraelemental:[/b][/i][b] Level . . . Ability[/b] 1-2 . . . . [i]Magic Stone[/i] 3-4 . . . . [i]Produce Flame[/i] 5-6 . . . . [i]Aganazzar's Scorcher[/i]* 7-8 . . . . [i]Spike Stones[/i] 9-10 . . . . [i]Wall of Stone[/i] 11-12 . . . [i]Flame Strike[/i] 13-14 . . . [i]Earthquake[/i] 15-16 . . . [i]Incendiary Cloud[/i] 17-18 . . . [i]Elemental Swarm[/i] (Summons only Magma Paraelementals) 19+ . . . . [i]Planeshift[/i] [i][b]Ooze Half-Paraelemental:[/b][/i][b] Level . . . Ability[/b] 1-2 . . . . [i]Grease[/i] 3-4 . . . . [i]Soften Earth and Stone[/i] 5-6 . . . . [i]Melf's Acid Arrow[/i] 7-8 . . . . [i]Rusting Grasp[/i] 9-10 . . . . [i]Freedom of Movement[/i] 11-12 . . . [i]Cloudkill[/i] 13-14 . . . [i]Crumble*[/i] 15-16 . . . [i]Slime Wave**[/i] 17-18 . . . [i]Elemental Swarm[/i] (Summons only Ooze Paraelementals) 19+ . . . . [i]Planeshift[/i] [i][b]Smoke Half-Paraelemental:[/b][/i][b] Level . . . Ability[/b] 1-2 . . . . [i]Obscuring Mist[/i] 3-4 . . . . [i]Produce Flame[/i] 5-6 . . . . [i]Gaseous Form[/i] 7-8 . . . . [i]Air Walk[/i] 9-10 . . . . [i]Murderous Mist*[/i] 11-12 . . . [i]Flamestrike[/i] 13-14 . . . [i]Firestorm[/i] 15-16 . . . [i]Incendiary Cloud[/i] 17-18 . . . [i]Elemental Swarm[/i] (Summons only Smoke Paraelementals) 19+ . . . . [i]Planeshift[/i] * Found in [i]Magic of Faerun[/i]™ ** Found in either [i]Defenders of the Faith[/i]™ or [i]Masters of the Wild[/i]™ [b]Special Qualities:[/b] A half-paraelemental creature has all the basic abilities of the base creature. Half-paraelementals are immune to disease and gain a +4 racial bonus against poison. In addition they get special qualities depending on type. [i]Ice Half-Paraelementals:[/i] Ice subtype and the Icewalking special quality (described under the White Dragon entry in the MM) [i]Magma Half-Paraelementals:[/i] Fire Subtype and tremosrsense 30' [i]Ooze Half-Paraelementals:[/i] Acid Immunity. [i]Smoke Half-Paraelementals:[/i] Fire subtype and becomes breathless (Can not die from suffocation, since it has no need to breathe.) [b]Saves:[/b] Same as base creature. [b]Abilities:[/b] Changes from the base creature as follows: [i]Ice:[/i] Str +2, Dex +0, Con +4, Int +0, Wis +2, Cha +0 [i]Magma:[/i] Str +4, Dex +0, Con +2, Int +0, Wis +2, Cha +0 [i]Ooze:[/i] Str +2, Dex +4, Con +2, Int +0, Wis +2, Cha -2 [i]Smoke:[/i] Str +0, Dex +2, Con +0, Int +2, Wis +2, Cha +2 [b]Skills:[[/b] A half-paraelemental has 8 skill points, plus it's Int bonus, per Hit Die. Treat skills from the creatures skill list as class skills, and other skills as cross class, it gains skills for class levels normally. Any racial bonuses that apply to the base creature, apply to the base creature as well. [b]Feats:[/b] Half-paraelementals have one feat for every four levels or the base creatures total number of feats, whichever is greater. [b]Climate/Terrain:[/b] Same as the base creature or the elemental [b]Organization:[/b] As the base creature, but often solitary. [b]Challenge Rating:[/b] Base creature +2 [b]Alignment:[/b] Same the base creature [b]Treasure:[/b] Same as the base creature [b]Advancment:[/b] Same as the base creature. [b]Half-Paraelemental Characters:[/b] Half-paraelementals often have a character class or two. Half-ice paraelementals favor the fighter and sorcerer class. Half-magma elementals favor the Barbarian and fighter class, half-ooze elementals favor the druid and rogue classes, and half-smoke paraelementals favor the rouge and bard classes. Most Half-paraelemental spellcasters are druids. Only a few half-paraelementals find acceptance among the civilized races, and as a concequence thereof, most Half-paraelementals tend to travel a lot. The races most likely to accept half-paraelementals are dwarves, gnolls, orcs, and strangely enough elves… [b][u]Sample Half-paraelemental creature:[/u][/b][u][/u] [b]Half-paraelemental (ooze) Gnoll Medium-Size Outsider (Gnoll) Hit Dice:[/b] 2d8+4 (13 hp) [b]Initiative:[/b] +2 (Dex) [b]Speed:[/b] 30', swim 30' [b]AC:[/b] 16 (+2 Dex, +2 natural, +2 large steel shield.) [b]Attacks:[/b] Battleaxe +5 melee [b]Damage:[/b] Battleaxe 1d8+3 [b]Face/Reach:[/b] 5' by 5'/5' [b]Special Attacks:[/b] [i]Grease[/i] 1/day [b]Special Qualities:[/b] Darkvision 60', disease immunity, poison resistance (+4 on saves), acid immunity, [b]Saves:[/b] Fort +5, Ref +5, Will +4 [b]Abilities:[/b] Str 17, Dex 14, Con 15, Int 8, Wis 13, Cha 6 [b]Skills:[/b] Listen +6, Spot +6, Wilderness Lore (cc) +3, [b]Feats:[/b] Power Attack (-2/+2) [b]Climate/Terrain:[/b] Temperate and Warm land and underground [b]Organization:[/b] Solitary, pair, gang (2-5), band (10-100 plus 50% non-combatants plus 1 3rd level sergeant per 20 adults and 1 leader of 4th to 6th level), or tribe (20-200 plus 1 3rd level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 6-10 dire lions; underground lairs also have 1-3 trolls.) [b]Challenge Rating:[/b] 3 [b]Treasure:[/b] Standard [b]Alignment:[/b] Usually chaotic evil [b]Advancment:[/b] By character class. [b]Suggested Advancement Path:[/b] As either druid or fighter. Comments, tomatoes, suggestions, constructive critisism? Bring it on.[/color] [color=lightgreen]Edit: Increased the thoughness bonus and reduced the dex bonus on the Half-Paraelemental (Ice).[/color] [/QUOTE]
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