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Smoke Paraelemental [Homebrew Monster] (RCNovak)
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<blockquote data-quote="Clockwerk66" data-source="post: 6744157" data-attributes="member: 6801596"><p><strong>Originally posted by RCNovak:</strong></p><p></p><p></p><p>Continuing my personal mission of creating more Elementals that we didn't have in the Monster Manual, I present the Smoke Paraelemental. If you've been following my recent trend of topics lately (see Ice Paraelemental(x) and Magma Paraelemental(x)), you'll know that I'm looking for feedback or suggestions on their abilities, and evaluations to make sure that they do not exceed the CR 5 difficulty rating of their fellow Elementals. This time around, it's Ability Scores were based off of the Air Elemental.</p><p></p><p></p><p>Wondering if I should keep the Blinded Condition more of a round-by-round Save situation, or is it too harsh?</p><p></p><p></p><p><strong>UPDATE: </strong>Changed Asphyxiate to work less like Water Elemental's "Whelm" and more like "Stinking Cloud" with a bit of damage attached. The 5 Damage a cretaure takes starting it's turn there plus the 5 Damage is takes for failing the save is a little less than the 13 Damage of Whelm, but the chance to waste it's attempt to break free of the Grapple I think makes up for it in terms of threat factor.</p><p></p><p></p><p><img src="http://community.wizards.com/sites/mtgcommunity/files/styles/large/public/Nightmare_Creature_3_by_chriss2d.jpg?itok=ywuAzogA" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><em>As gusts of chaotic wind meet primal cinders on the outskirts of the Elemental Planes of Air and Fire, Smoke Paraelementals are given life. A twisting figure of thick, noxious fumes; a Smoke Paraelemental clings to areas ravaged by fire damage to delight in the darkness and gleefully inhale dense, lethal smog.</em></p><p><em>Sinister and murderous, Smoke Paraelementals are far less brutish than their cousins. Instead, they take great pleasure in disguising themselves in shadow or black clouds and enveloping their prey in toxic, polluted air. Slowly, they choke the life out of their victims by holding them in place and forcing them to breathe in their foul bodies.</em></p><p> </p><p><strong>Smoke Paraelemental</strong></p><p>Large Elemental, Neutral</p><p> </p><p><strong>AC:</strong> 15</p><p><strong>HP:</strong> 90 (12d10+24)</p><p><strong>Speed:</strong> 0 ft., Fly 90 ft. (Hover)</p><p> </p><p><strong>STR:</strong> 14</p><p><strong>DEX:</strong> 20</p><p><strong>CON: </strong>14</p><p><strong>INT:</strong> 6</p><p><strong>WIS:</strong> 10</p><p><strong>CHA:</strong> 6</p><p> </p><p><strong>Damage Resistances:</strong> Lightning, Thunder, Fire, Bludgeon, Piercing, Slashing from Nonmagical Weapons</p><p><strong>Damage Immunities: </strong>Poison</p><p><strong>Condition Immunities:</strong> Exhaustion, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious</p><p><strong>Senses: </strong>Darkvision 60 ft., Passive Perception 10</p><p><strong>Languages:</strong> Auran, Ignan</p><p><strong>Challenge Rating:</strong> 5</p><p> </p><p><strong>Smoke Form: </strong>The Elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, or a creature begins it's turn within the Smoke Paraelemental's area, that creature takes 5 (1d10) Poison damage (unless that creature is not required to breathe). As long as a creature occupies the same space as the Smoke Paraelemental, they are Blinded. Upon exiting the elemental's space, the creature must succeed a DC 13 Constitution saving throw or remain Blinded. The target can repeat the saving throw at the end of each of it's turns (as long as it is not within the elemental), ending the Blindness on itself on a success. The area within a Smoke Paraelemental is considered Heavily Obscured to all creatures other than the Elemental, itself. It can move through a space as narrow as 1 inch wide without squeezing.</p><p> </p><p><strong>Smog Camouflage:</strong> While in Dim light, Darkness, or within 5 ft. of a cloud of smoke, the Smoke Paraelemental can take the Hide action as a Bonus Action.</p><p> </p><p><strong>Asphyxiate (Recharge 4-6):</strong> Each creature in the Elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 14 (2d8+4) Poison Damage. If it is Large or smaller, it is also Grappled (Escape DC 14). Until this Grapple ends, the target is restrained and unable to breathe. If the saving throw is successful, the target is pushed out of the elemental's space.</p><p> The Elemental can grapple one Large Creature or up to two Medium or Smaller creatures at one time. At the start of each of the Elemental's turns, each target must make a DC 13 Constitution saving throw. On a failed save, an affected creature takes 5 (1d10) Poison Damage and spends it's Action on it's turn choking, coughing, and reeling. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding. Creatures who do not breathe or are immune to Poison are also immune to this attack.</p><p> </p><p><strong>Multiattack:</strong> The elemental makes two Slam attacks.</p><p> </p><p><strong>Slam:</strong> Melee Weapon Attack, +8 to Hit, reach 5 ft., one target. On Hit: 14 (2d8+4) bludgeoning damage.</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by eventhorizon1:</strong></p><p></p><p></p><p>again nice job i dont see any mechanics that dont keep it at its current creature rating. i am realy looking forwardto whne you mak ethe Dak Sun paraelementals, rain, silt, and sun. iam already got the magma one in my dark sun creature file.</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by fullm3talOptimus:</strong></p><p></p><p></p><p>Yay! Looks good to me too, possibly my favirite so far, I like the idea of killer smoke lol</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Sands666:</strong></p><p></p><p></p><p>Another killer job</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Mechatarrasque:</strong></p><p></p><p></p><p>Great job on all the paraelementals.</p></blockquote><p></p>
[QUOTE="Clockwerk66, post: 6744157, member: 6801596"] [b]Originally posted by RCNovak:[/b] Continuing my personal mission of creating more Elementals that we didn't have in the Monster Manual, I present the Smoke Paraelemental. If you've been following my recent trend of topics lately (see Ice Paraelemental(x) and Magma Paraelemental(x)), you'll know that I'm looking for feedback or suggestions on their abilities, and evaluations to make sure that they do not exceed the CR 5 difficulty rating of their fellow Elementals. This time around, it's Ability Scores were based off of the Air Elemental. Wondering if I should keep the Blinded Condition more of a round-by-round Save situation, or is it too harsh? [b]UPDATE: [/b]Changed Asphyxiate to work less like Water Elemental's "Whelm" and more like "Stinking Cloud" with a bit of damage attached. The 5 Damage a cretaure takes starting it's turn there plus the 5 Damage is takes for failing the save is a little less than the 13 Damage of Whelm, but the chance to waste it's attempt to break free of the Grapple I think makes up for it in terms of threat factor. [IMG]http://community.wizards.com/sites/mtgcommunity/files/styles/large/public/Nightmare_Creature_3_by_chriss2d.jpg?itok=ywuAzogA[/IMG] [i]As gusts of chaotic wind meet primal cinders on the outskirts of the Elemental Planes of Air and Fire, Smoke Paraelementals are given life. A twisting figure of thick, noxious fumes; a Smoke Paraelemental clings to areas ravaged by fire damage to delight in the darkness and gleefully inhale dense, lethal smog.[/i] [i]Sinister and murderous, Smoke Paraelementals are far less brutish than their cousins. Instead, they take great pleasure in disguising themselves in shadow or black clouds and enveloping their prey in toxic, polluted air. Slowly, they choke the life out of their victims by holding them in place and forcing them to breathe in their foul bodies.[/i] [b]Smoke Paraelemental[/b] Large Elemental, Neutral [b]AC:[/b] 15 [b]HP:[/b] 90 (12d10+24) [b]Speed:[/b] 0 ft., Fly 90 ft. (Hover) [b]STR:[/b] 14 [b]DEX:[/b] 20 [b]CON: [/b]14 [b]INT:[/b] 6 [b]WIS:[/b] 10 [b]CHA:[/b] 6 [b]Damage Resistances:[/b] Lightning, Thunder, Fire, Bludgeon, Piercing, Slashing from Nonmagical Weapons [b]Damage Immunities: [/b]Poison [b]Condition Immunities:[/b] Exhaustion, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious [b]Senses: [/b]Darkvision 60 ft., Passive Perception 10 [b]Languages:[/b] Auran, Ignan [b]Challenge Rating:[/b] 5 [b]Smoke Form: [/b]The Elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, or a creature begins it's turn within the Smoke Paraelemental's area, that creature takes 5 (1d10) Poison damage (unless that creature is not required to breathe). As long as a creature occupies the same space as the Smoke Paraelemental, they are Blinded. Upon exiting the elemental's space, the creature must succeed a DC 13 Constitution saving throw or remain Blinded. The target can repeat the saving throw at the end of each of it's turns (as long as it is not within the elemental), ending the Blindness on itself on a success. The area within a Smoke Paraelemental is considered Heavily Obscured to all creatures other than the Elemental, itself. It can move through a space as narrow as 1 inch wide without squeezing. [b]Smog Camouflage:[/b] While in Dim light, Darkness, or within 5 ft. of a cloud of smoke, the Smoke Paraelemental can take the Hide action as a Bonus Action. [b]Asphyxiate (Recharge 4-6):[/b] Each creature in the Elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 14 (2d8+4) Poison Damage. If it is Large or smaller, it is also Grappled (Escape DC 14). Until this Grapple ends, the target is restrained and unable to breathe. If the saving throw is successful, the target is pushed out of the elemental's space. The Elemental can grapple one Large Creature or up to two Medium or Smaller creatures at one time. At the start of each of the Elemental's turns, each target must make a DC 13 Constitution saving throw. On a failed save, an affected creature takes 5 (1d10) Poison Damage and spends it's Action on it's turn choking, coughing, and reeling. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding. Creatures who do not breathe or are immune to Poison are also immune to this attack. [b]Multiattack:[/b] The elemental makes two Slam attacks. [b]Slam:[/b] Melee Weapon Attack, +8 to Hit, reach 5 ft., one target. On Hit: 14 (2d8+4) bludgeoning damage. [b]Originally posted by eventhorizon1:[/b] again nice job i dont see any mechanics that dont keep it at its current creature rating. i am realy looking forwardto whne you mak ethe Dak Sun paraelementals, rain, silt, and sun. iam already got the magma one in my dark sun creature file. [b]Originally posted by fullm3talOptimus:[/b] Yay! Looks good to me too, possibly my favirite so far, I like the idea of killer smoke lol [b]Originally posted by Sands666:[/b] Another killer job [b]Originally posted by Mechatarrasque:[/b] Great job on all the paraelementals. [/QUOTE]
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