ash quasielemental

Devon

First Post
Hi, folks,

This is the third negative quasielemental -- Ash. Any comments?

- Devon


Ash Quasi-Elemental

Ash Elemental, Small
Small Elemental (Cold)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 19 (+1 size, +1 Dex, +7 natural)
Attacks: Slam +2 melee
Damage: Slam 1d6+1
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Chill touch, improved grab, choke, blinding flurry
Special Qualities: Elemental, immunities, cold subtype
Saves: Fort +1, Ref +4, Will +0
Abilities: Str 12, Dex 13, Con 12, Int 4, Wis 11, Cha 11
Skills: Listen +5, Spot +5
Feats: Dodge

Ash Elemental, Medium
Medium-Size Elemental (Cold)
Hit Dice: 4d8+12 (30 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 21 (+2 Dex, +9 natural)
Attacks: Slam +6 melee
Damage: Slam 1d8+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Chill touch, improved grab, choke, blinding flurry
Special Qualities: Elemental, immunities, cold subtype
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 16, Dex 15, Con 16, Int 4, Wis 11, Cha 11
Skills: Listen +7, Spot +7
Feats: Dodge

Ash Elemental, Large
Large Elemental (Cold)
Hit Dice: 8d8+40 (76 hp)
Initiative: +3 (Dex)
Speed: 30 ft.
AC: 22 (-1 size, +3 Dex, +10 natural)
Attacks: Slam +10/+5 melee
Damage: Slam 2d8+7
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Chill touch, improved grab, choke, blinding flurry
Special Qualities: Elemental, immunities, cold subtype, damage reduction 10/+1
Saves: Fort +7, Ref +9, Will +2
Abilities: Str 18, Dex 17, Con 20, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +11
Feats: Power Attack, Dodge

Ash Elemental, Huge
Huge Elemental (Cold)
Hit Dice: 16d8+112 (184 hp)
Initiative: +5 (Dex)
Speed: 30 ft.
AC: 24 (-2 size, +5 Dex, +11 natural)
Attacks: Slam +17/+12/+7 melee
Damage: Slam 2d10+7
Face/Reach: 10 ft. by 5 ft./15 ft.
Special Attacks: Chill touch, improved grab, choke, blinding flurry
Special Qualities: Elemental, immunities, cold subtype, damage reduction 10/+2
Saves: Fort +12, Ref +15, Will +5
Abilities: Str 20, Dex 21, Con 24, Int 6, Wis 11, Cha 11
Skills: Listen +18, Spot +18
Feats: Power Attack, Cleave, Dodge, Sunder

Ash Elemental, Greater
Huge Elemental (Cold)
Hit Dice: 21d8+168 (262 hp)
Initiative: +6 (Dex)
Speed: 30 ft.
AC: 27 (-2 size, +6 Dex, +13 natural)
Attacks: Slam +20/+15/+10 melee
Damage: Slam 2d10+7
Face/Reach: 10 ft. by 5 ft./15 ft.
Special Attacks: Chill touch, improved grab, choke, blinding flurry
Special Qualities: Elemental, immunities, cold subtype, damage reduction 10/+2
Saves: Fort +15, Ref +18, Will +7
Abilities: Str 20, Dex 23, Con 26, Int 6, Wis 11, Cha 11
Skills: Listen +23, Spot +23
Feats: Power Attack, Cleave, Improved Critical (Slam), Dodge, Sunder

Ash Elemental, Elder
Huge Elemental (Cold)
Hit Dice: 24d8+216 (324 hp)
Initiative: +7 (Dex)
Speed: 30 ft.
AC: 30 (-2 size, +7 Dex, +15 natural)
Attacks: Slam +23/+18/+13/+8 melee
Damage: Slam 2d10+7
Face/Reach: 10 ft. by 5 ft./15 ft.
Special Attacks: Chill touch, improved grab, choke, blinding flurry
Special Qualities: Elemental, immunities, cold subtype, damage reduction 15/+3
Saves: Fort +23, Ref +14, Will +8
Abilities: Str 20, Dex 25, Con 28, Int 6, Wis 11, Cha 11
Skills: Listen +26, Spot +26
Feats: Power Attack, Cleave, Improved Critical (Slam), Dodge, Sunder

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: Small 1; medium 3; large 5; huge 7; greater 9; elder 11
Treasure: None
Alignment: Usually Neutral
Advancement: Small 3 HD (small); Medium 5-7 HD (medium-size); Large 9-15 HD (large); Huge 17-20 HD (huge); Greater 22-23 HD (huge); Elder 25+ HD (huge)

Ash elementals hail from the quasi-elemental plane of Ash, where the elemental plane of Fire borders on the Negative Material plane. Ash elementals appear as soft, blurred, grayish humanoids. They are pretty subdued, bordering on despondent, and not very aggressive -- when attacked, they will defend themselves, but are too lethargic to pursue. When slain they fall into piles of ash.

Ash elementals speak Ignan.

Combat:
Ash elementals strike opponents with their ashen fists, leaving dark stains everywhere. Ash elementals are afraid of fire, and will not voluntarily approach sources of flame or heat.

Chill touch (Su): The touch of an ash elemental drains heat. Any creature struck by a slam attack also takes the damage listed below (Fortitude save for half; see table below). Constructs, undead, and other inorganic creatures are immune to this chill effect, as are creatures immune to level drains and negative energy.

Choke (Ex): If an ash elemental successfully grapples another creature, it can clog its airways with choking ashes as a standard action. Each round the hold is maintained, the victim must make a Fortitude save (see table below) or take 1d4 points of damage from coughing and choking on ash. Creatures that don't need to breathe are immune to this attack.

Blinding flurry (Ex): Three times per day, as a standard action, an ash elemental can shower the immediate area with flakes of ash. All creatures in a radius of 10 feet per size category must make a Reflex save (see table below) or be blinded for 2d4 rounds. They must also make another Reflex save (same DC) or choke on some of the ashes, suffering a -2 morale penalty to attack and damage rolls for 2d4 rounds as they choke out the noxious ashes.

Ash Elemental Sizes
Elemental Height Weight Chill Damage Save DC Radius
Small 4 ft. 10 lb. 1d4 12 10 ft.
Medium 8 ft. 90 lb. 1d6 15 20 ft.
Large 16 ft. 750 lb. 1d8 19 30 ft.
Huge 32 ft. 6,000 lb. 2d6 25 40 ft.
Greater 36 ft. 6,750 lb. 4d4 28 50 ft.
Elder 40 ft. 7,500 lb. 4d6 31 60 ft.

Cold subtype: Ash elementals are immune to cold, and take double damage from heat-based attacks , unless they make a Fortitude save, in which case they take normal damage.

Immunities: Immune to negative energy attacks.
 
Last edited:

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Devon

First Post
That vulnerability to warmth and heat had been hardwired into denizens of the Plane of Ash since before Planescape, just as the Salt elementals are vulnerable to water. Dust and earth don't seem to have an antagonistic relationship, while Air and Vacuum could probably care less.

That's a decision I grappled with when I created the quasi-elementals: how much to follow the 2e MotP and Planescape guidelines?

- Devon
 

Krishnath

First Post
Well, ash is what you get when a fire dies, so the cold subtype does make sense. The electricity immunity on the other hand, does not. Also you could lose the warmth vulnerability, as it weakens the creature a little to much.

Well, anyways, It's a cool critter :D
 

Devon

First Post
Okay, I've changed its abilities, feats and saves, as well as removing the warmth vulnerability.

I removed Improved Grab to try and balance out the removal of the warmth vulnerability (I don't imagine the ash elemental is particularly graceful with its choking ability).
How's it look now?

- Devon
 


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