Para-Matter (3.5e Monster)
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|Para-Matter (Fire)||Para-Matter (Ice)||Para-Matter (Electric)|
|Size/Type:||Diminutive Aberration (Paint, Extraplanar, Fire)||Diminutive Aberration (Paint, Extraplanar, Cold)||Diminutive Aberration (Paint, Extraplanar, Electricity)|
|Hit Dice:||3d8−6 (11 hp)||3d8−6 (11 hp)||3d8−6 (11 hp)|
|Speed:||fly 20 feet (good)||fly 20 feet (good)||fly 20 feet (good)|
|Armor Class:||18 (+1 Dex, +4 size, +3 natural armor), touch 15, flat-footed 17||18 (+1 Dex, +4 size, +3 natural armor), touch 15, flat-footed 17||18 (+1 Dex, +4 size, +3 natural armor), touch 15, flat-footed 17|
|Attack:||Slam +4 (1d4−3) or tentacle slap −1 (1d3−1)||Slam +4 (1d4−3) or tentacle slap −1 (1d3−1)||Slam +4 (1d4−3) or tentacle slap −1 (1d3−1)|
|Full Attack:||Slam +4 (1d4−3) and 2 tentacle slaps −1 (1d3−1)||Slam +4 (1d4−3) and 2 tentacle slaps −1 (1d3−1)||Slam +4 (1d4−3) and 2 tentacle slaps −1 (1d3−1)|
|Space/Reach:||1 ft./0 ft.||1 ft./0 ft.||1 ft./0 ft.|
|Special Attacks:||Fire Rush||Ice Drop||Laser Sweep|
|Special Qualities:||Regeneration 2, Vulnerable to Water, Magic-Dependent, Made of Paint (75%), Fire resistance 8||Regeneration 2, Vulnerable to Water, Magic-Dependent, Made of Paint (75%), Cold resistance 4||Regeneration 2, Vulnerable to Water, Magic-Dependent, Made of Paint (75%), Electricity resistance 8|
|Saves:||Fort −1, Ref +4, Will +5||Fort −1, Ref +4, Will +5||Fort −1, Ref +4, Will +5|
|Abilities:||Str 4, Dex 13, Con 6, Int 10, Wis 15, Cha 14||Str 4, Dex 13, Con 6, Int 10, Wis 15, Cha 14||Str 4, Dex 13, Con 6, Int 10, Wis 15, Cha 14|
|Environment:||The Art Flow||The Art Flow||The Art Flow|
|Organization:||Solitary, group (1-5), or swarm (6-10)||Solitary, group (1-5), or swarm (6-10)||Solitary, group (1-5), or swarm (6-10)|
|Alignment:||Always chaotic neutral||Always chaotic neutral||Always chaotic neutral|
These odd, vaguely flower-esque orbs of paint-like matter don't appear to be anything of much significance... until they open up their single eye and charge right at you.
Para-Matters are bizarre denizens of the Art Flow which seem to have a relationship with Dark Matter. However, they are far, far weaker than the abomination they emulate, and are typically found in the service of a spellcaster as a familiar or summoned minion. There are three main types, differentiated mainly by color and association with a specific type of energy.
Para-Matters' basic attacks are far too weak and inaccurate to pose any sort of threat, so they don't even bother with them. Instead, they use their special elemental ability. They seem to be extensions of the Art Flow itself, to a greater extent than even paint elementals, to the point where effects that mess with magic seriously mess them up.
Regeneration (Su): As creatures native to the Art Flow, Para-Matters are naturally continuously rejuvenated by it. This regeneration can be bypassed by water or cold damage; it is outright suppressed if the Para-Matter is soaked or frozen. (An Ice Para-Matter is not adversely affected by being frozen, but still is susceptible to water.)
Made of Paint (Ex): A Para-Matter's body consists of 75% Art Flow energy. This gives it strong regenerative and flight capabilities, but water hurts a Para-Matter quite badly.
Vulnerable to Water (Ex): A Para-Matter's body is made of energy from the Art Flow, which means that anything that disrupts the energy of the Art Flow — mainly water and ice — is extremely harmful to a Para-Matter. Para-Matters take a −3 penalty to saves against non-damaging [Water] and [Cold] effects; they take 1.75 times as much damage from damaging [Water] and [Cold] effects (rounded down). A Para-Matter that is immersed in water loses 40% of its hit points each round (dying on the third round); a Para-Matter that is only half-immersed loses 20% of its hit points per round instead. (Ice Para-Matters do not take penalties or aggravated damage against [Cold] effects, but are still vulnerable to [Water] effects.)
Magic-Dependent (Ex): Para-Matters have an unstable physical form, and are highly dependent on their connection to the Art Flow to survive. If their connection is suppressed (such as by entering an antimagic field or entering an extremely humid area), they lose all semblance of mobility, effectively becoming paralyzed for as long as the suppressing effect exists. The Para-Matter may take fall damage as a result of becoming unable to fly. Being suppressed in this fashion also deals 3 damage to the Para-Matter each round (which would bypass its regeneration, except the regeneration is also suppressed, making this a moot point). An effect that can terminate a magical effect, such as dispel magic, treats a Para-Matter’s very existence as a terminateable magical effect, instantly killing the Para-Matter if the dispel check result exceeds its dispel DC (10 + its HD).
Fire Rush (Su): A Fire Para-Matter can explosively slam into enemies. It gains a +3 bonus to attack rolls and a + 1 bonus to damage rolls from charging (replacing the usual +2 bonus to attack rolls); it also deals an extra 2 fire damage (for a total of 3 extra damage on its attack). In addition, upon connecting with a slam attack from a charge, it may choose to erupt in a blaze of fire, dealing 3d8 fire damage in a 10-foot radius burst with a Reflex save for half damage (DC 13, Charisma-based); the creature directly struck by the charge is not entitled to a Reflex save and also takes damage from the charge itself. However, doing this deals 3d6 backlash damage to the Para-Matter, most likely killing it. (Backlash damage cannot be resisted by any means (which, incidentally, means that it bypasses regeneration), and a creature killed by it loses an extra level if and when it is brought back to life.)
Ice Drop (Su): An Ice Para-Matter can encase itself in ice as it rushes at enemies. It gains a +3 armor bonus to AC while charging (stacking with its natural armor bonus, and being bypassed by touch attacks); this does not prevent it from taking the usual AC penalty from charging, so its AC has a net increase of 1. Any creature struck by its slam attack from a charge takes an extra 3d6 cold damage and must make a Fortitude save (DC 13, Charisma-based) or be frozen solid, as freezeSpC, except that the victim only remains frozen for 1 round, after which the ice melts.
Laser Sweep (Su): An Electric Para-Matter can, as a full-round action, emit a laser from its body and rotate in place to sweep the laser around. The laser is a 40-foot line, but the sweeping motion effectively makes it a 40-foot-radius burst. It deals 3d4 electric damage to all creatures caught in its area, with a Reflex save for half (DC 13, Charisma-based).
As a familiar, a Para-Matter grants its master rapid healing 1. Its major saving grace is that it's somewhat more combat-capable than most familiars, especially since it grows in Hit Dice. Just don't let a Fire Para-Matter blow itself up unless you enjoy losing XP.
|Alignment||Always chaotic neutral +|
|Benefit||Rapid Healing 1. +|
|Challenge Rating||3 +|
|Environment||The Art Flow +|
|Identifier||3.5e Monster +|
|Subtype||Paint +, Extraplanar +, Fire +, Cold + and Electricity +|
|Summary||These odd, vaguely flower-esque orbs of paint-like matter don't appear to be anything of much significance... until they open up their single eye and charge right at you. +|