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<blockquote data-quote="Faolyn" data-source="post: 8757992" data-attributes="member: 6915329"><p>Elementals! There can never be enough, right? Well, D&D sure thought so, and they produced bunches of ‘em. The next four monsters are the positive quasi-elemental. Negative quasis will appear in an upcoming issue.</p><p></p><p>Well, OK, three elementals were introduced in this article, Plane Speaking, because the lightning elemental was in Monster Manual II. However, I’m going to convert the lightning elemental anyway, just so we get a complete set. The three elementals in this article, plus the lightning elemental, made it to 2nd edition by way of Planescape Appendix III.</p><p></p><p>Traditionally, these elementals are created by the combined energies of an elemental plane and the Plane of Positive Energy, but since this is for Level Up, I’m going to use the Plane of Life from <em>Trials & Treasures</em>. Or you can just ignore that altogether and say they’re just a different type of regular elemental.</p><p></p><p>Since these guys are pretty straight-forward—they use the Legends and Lore and Encounters of standard elementals but have their own Signs, Behaviors, and Appearances—I’m going to include two in this entry: the <strong>radiance quasi-elemental</strong> and the <strong>steam elemental</strong>. A steam elemental might be a good ally for a river dragon or an artificer, and couatl or mummy lord may ally with a radiance elemental—leaning into the idea of representing a sun god here.</p><p></p><p><span style="font-size: 22px"><strong><span style="color: rgb(65, 168, 95)">Quasi-Elementals</span></strong></span></p><p>Plane Speaking: The (Positive) Quasi-Elementals, Dragon Magazine #125</p><p>Created by Jeff Grubb</p><p></p><p><strong><u><span style="font-size: 22px">Radiance Elemental</span></u></strong></p><p>Radiance elementals appear where the energies of the Plane of Fire and the Plane of Life mingle. Some people think they were the inspiration for the <em>prismatic spray</em> spell, since they attack with beams of damaging light that produce different forms of energy.</p><p></p><p><strong><span style="font-size: 18px">Radiance Elemental Signs</span></strong></p><p>1. The light is unusually bright or of a strange color.</p><p>2. A rainbow in the distance.</p><p>3. The air feels unusually hot and dry, but also very clean.</p><p>4. Shadows burned into the wall.</p><p></p><p><strong><span style="font-size: 18px">Radiance Elemental Behavior</span></strong></p><p>1-2. Sunning itself, relaxing, and thinking placid thoughts.</p><p>3. Changing colors.</p><p>4. Flitting about, using various objects in the area to cast amusing shadows.</p><p></p><p><strong><span style="font-size: 18px">Radiance Elemental Appearance</span></strong></p><p>1. A sun-like sphere</p><p>2. A tremendous, shimmering butterfly.</p><p>3. A roughly humanoid-shaped rainbow.</p><p>4. An asymmetric white light that pulses with color.</p><p></p><p><strong><span style="font-size: 26px">Radiance Elemental</span></strong></p><p><strong>Large Elemental</strong></p><p>Challenge 5 (1,800 XP)</p><p><strong>AC</strong> 14</p><p><strong>HP</strong> 90 (12d10+24; bloodied 45)</p><p><strong>Speed</strong> 0 ft., fly 60 ft.</p><p></p><p><strong>STR</strong> 15 (+2) <strong>DEX</strong> 18 (+4) <strong>CON</strong> 15 (+2)</p><p><strong>INT</strong> 7 (-2) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 8 (-1)</p><p></p><p><strong>Proficiency</strong> +3</p><p><strong>Maneuver DC</strong> 15</p><p><strong>Damage Vulnerabilities</strong> necrotic</p><p><strong>Damage Resistances</strong> cold, fire, lighting; damage from nonmagical weapons</p><p><strong>Damage Immunities</strong> radiant, poison</p><p><strong>Condition Immunities</strong> blinded, fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious</p><p><strong>Senses</strong> passive Perception 10</p><p><strong>Languages</strong> Ignan</p><p><strong><em>Amorphous. </em></strong>The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.</p><p><strong><em>Variable Illumination. </em></strong>The elemental sheds bright light in a 5 to 60-foot radius and dim light for an additional number of feet equal to the chosen radius. The elemental can alter the radius as a bonus action</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack. </em></strong>The elemental makes two Brilliant Touch attacks.</p><p><strong><em>Brilliant Touch. </em></strong><em>Melee Weapon Attack: </em>+7, reach 5 ft., one target. <em>Hit: </em>13 (2d8+4) radiant damage, and the target must succeed on a DC 13 Constitution saving throw or be blinded until the start of its next turn.</p><p><strong><em>Rainbow Beam (Recharge 5-6). </em></strong>The elemental targets up to seven creatures it can see within 60 feet of it and fires a colorful beam of light at each one. Each creature must make a DC 15 Dexterity saving throw, taking 9 (2d8) damage on a failed save, or half as much damage on a successful one. For each target, roll a d6 to determine the type of damage taken: <em>1—Red ray:</em> fire damage; <em>2—Orange ray:</em> acid damage; <em>3—Yellow ray:</em> lightning damage; <em>4—Green ray:</em> poison damage; <em>5—Blue ray: </em>cold damage; <em>6—White ray: </em>radiant damage.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>Radiance elementals start combat with their Rainbow Beam, then switching to their Brilliant Touch. They prefer to stay out or range, darting in to attack at close range only when they have to.</p><p></p><p><strong><span style="font-size: 18px">Variant: Giant Radiant Elemental</span></strong></p><p>A giant radiance elemental is CR 9 (5,000 XP) and is Huge. It has 112 (15d12+30; bloodied 61) hit points. Its Brilliant Touch and Rainbow Beam each deal an extra 9 (2d8) damage.</p><p></p><p>*</p><p></p><p><strong><u><span style="font-size: 22px">Steam Elemental</span></u></strong></p><p>Steam elementals are a mix of the energies of the Plane of Water and the Plane of Life. They have full control over their temperature and can switch from scalding steam to freezing mist at will. They are insatiably curious but not particularly friendly, and some people believe that they work as spies for genies and similar beings, as even the most paranoid of people rarely think that the fog itself is listening to them.</p><p></p><p><strong><span style="font-size: 18px">Steam Elemental Signs</span></strong></p><p>1. Condensation on every surface.</p><p>2. A great deal of fog.</p><p>3. The air is humid. Surfaces are slick and slimy.</p><p>4. Puddles of steaming-hot or icy water on the ground.</p><p></p><p><strong><span style="font-size: 18px">Steam Elemental Behavior</span></strong></p><p>1. Floating peacefully over the ground.</p><p>2. Spying on other creatures.</p><p>3. Aggressive; will attack on sight.</p><p>4. Powering a steam engine.</p><p></p><p><strong><span style="font-size: 18px">Steam Elemental Appearance</span></strong></p><p>1. A fog cloud.</p><p>2. Droplets of condensation on a surface that move into different shapes when approached.</p><p>3. A ghostly water elemental.</p><p>4. A mass of misty tendrils.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Steam Elemental</span></span></strong></p><p><strong>Large elemental</strong></p><p>Challenge 5 (1,800 XP)</p><p><strong>AC</strong> 14</p><p><strong>HP</strong> 102 (12d10+36; bloodied 51)</p><p><strong>Speed</strong> 0 ft., fly 30 ft., swim 30 ft.</p><p></p><p><strong>STR</strong> 12 (+1) <strong>DEX</strong> 18 (+4) <strong>CON</strong> 16 (+3)</p><p><strong>INT</strong> 8 (-1) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 7 (-1)</p><p></p><p><strong>Proficiency</strong> +3</p><p><strong>Maneuver DC</strong> 15</p><p><strong>Skills</strong> Stealth +7</p><p><strong>Damage Vulnerabilities</strong> lightning</p><p><strong>Damage Resistances</strong> cold, fire, radiant; damage from nonmagical weapons</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 10</p><p><strong>Languages</strong> Aquan</p><p><strong><em>Blowing Hot or Cold. </em></strong>At the start of each of its turns, the elemental chooses whether it will inflict cold or fire damage (no action required by it). All damage it inflicts that turn using its Touch or Surround action, or because of its Steam Form trait, will be of that damage type.</p><p><strong><em>Misty Invisibility. </em></strong>When in a dimly-lit area or an area obscured by mist or fog, the elemental is invisible.</p><p><strong><em>Steam Form. </em></strong>The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold or fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) cold or fire damage.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack. </em></strong>The elemental makes two touch attacks.</p><p><strong><em>Slam. </em></strong><em>Melee Weapon Attack: </em>+7, reach 5 ft., one target. <em>Hit: </em>12 (2d8+3) cold or fire damage.</p><p><strong><em>Engulf. </em></strong><em>Melee Weapon Attack: </em>+7 to hit, Reach 5 ft., one Large or smaller creature. <em>Hit: </em>The target is surrounded by the elemental. The elemental’s area is heavily obscured difficult terrain, and the creature takes 14 (4d6) cold or fire damage. If the elemental takes lightning damage while it is engulfing a creature, then the creature being engulf takes the damage as well.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>Steam elementals attack by using their Engulf and constantly alternating their temperature, never giving their victims time to adapt.</p><p></p><p><strong><span style="font-size: 18px">Variant: Giant Steam Elementals </span></strong></p><p>A giant steam elemental is CR 9 (5,000 XP) and is Huge. It has 142 (15d12+45; bloodied 71) hit points. Its Slam and Engulf each deal an extra 10 (3d6) damage.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8757992, member: 6915329"] Elementals! There can never be enough, right? Well, D&D sure thought so, and they produced bunches of ‘em. The next four monsters are the positive quasi-elemental. Negative quasis will appear in an upcoming issue. Well, OK, three elementals were introduced in this article, Plane Speaking, because the lightning elemental was in Monster Manual II. However, I’m going to convert the lightning elemental anyway, just so we get a complete set. The three elementals in this article, plus the lightning elemental, made it to 2nd edition by way of Planescape Appendix III. Traditionally, these elementals are created by the combined energies of an elemental plane and the Plane of Positive Energy, but since this is for Level Up, I’m going to use the Plane of Life from [I]Trials & Treasures[/I]. Or you can just ignore that altogether and say they’re just a different type of regular elemental. Since these guys are pretty straight-forward—they use the Legends and Lore and Encounters of standard elementals but have their own Signs, Behaviors, and Appearances—I’m going to include two in this entry: the [B]radiance quasi-elemental[/B] and the [B]steam elemental[/B]. A steam elemental might be a good ally for a river dragon or an artificer, and couatl or mummy lord may ally with a radiance elemental—leaning into the idea of representing a sun god here. [SIZE=6][B][COLOR=rgb(65, 168, 95)]Quasi-Elementals[/COLOR][/B][/SIZE] Plane Speaking: The (Positive) Quasi-Elementals, Dragon Magazine #125 Created by Jeff Grubb [B][U][SIZE=6]Radiance Elemental[/SIZE][/U][/B] Radiance elementals appear where the energies of the Plane of Fire and the Plane of Life mingle. Some people think they were the inspiration for the [I]prismatic spray[/I] spell, since they attack with beams of damaging light that produce different forms of energy. [B][SIZE=5]Radiance Elemental Signs[/SIZE][/B] 1. The light is unusually bright or of a strange color. 2. A rainbow in the distance. 3. The air feels unusually hot and dry, but also very clean. 4. Shadows burned into the wall. [B][SIZE=5]Radiance Elemental Behavior[/SIZE][/B] 1-2. Sunning itself, relaxing, and thinking placid thoughts. 3. Changing colors. 4. Flitting about, using various objects in the area to cast amusing shadows. [B][SIZE=5]Radiance Elemental Appearance[/SIZE][/B] 1. A sun-like sphere 2. A tremendous, shimmering butterfly. 3. A roughly humanoid-shaped rainbow. 4. An asymmetric white light that pulses with color. [B][SIZE=7]Radiance Elemental[/SIZE] Large Elemental[/B] Challenge 5 (1,800 XP) [B]AC[/B] 14 [B]HP[/B] 90 (12d10+24; bloodied 45) [B]Speed[/B] 0 ft., fly 60 ft. [B]STR[/B] 15 (+2) [B]DEX[/B] 18 (+4) [B]CON[/B] 15 (+2) [B]INT[/B] 7 (-2) [B]WIS[/B] 10 (+0) [B]CHA[/B] 8 (-1) [B]Proficiency[/B] +3 [B]Maneuver DC[/B] 15 [B]Damage Vulnerabilities[/B] necrotic [B]Damage Resistances[/B] cold, fire, lighting; damage from nonmagical weapons [B]Damage Immunities[/B] radiant, poison [B]Condition Immunities[/B] blinded, fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious [B]Senses[/B] passive Perception 10 [B]Languages[/B] Ignan [B][I]Amorphous. [/I][/B]The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. [B][I]Variable Illumination. [/I][/B]The elemental sheds bright light in a 5 to 60-foot radius and dim light for an additional number of feet equal to the chosen radius. The elemental can alter the radius as a bonus action [B][U]Actions[/U] [I]Multiattack. [/I][/B]The elemental makes two Brilliant Touch attacks. [B][I]Brilliant Touch. [/I][/B][I]Melee Weapon Attack: [/I]+7, reach 5 ft., one target. [I]Hit: [/I]13 (2d8+4) radiant damage, and the target must succeed on a DC 13 Constitution saving throw or be blinded until the start of its next turn. [B][I]Rainbow Beam (Recharge 5-6). [/I][/B]The elemental targets up to seven creatures it can see within 60 feet of it and fires a colorful beam of light at each one. Each creature must make a DC 15 Dexterity saving throw, taking 9 (2d8) damage on a failed save, or half as much damage on a successful one. For each target, roll a d6 to determine the type of damage taken: [I]1—Red ray:[/I] fire damage; [I]2—Orange ray:[/I] acid damage; [I]3—Yellow ray:[/I] lightning damage; [I]4—Green ray:[/I] poison damage; [I]5—Blue ray: [/I]cold damage; [I]6—White ray: [/I]radiant damage. [B][SIZE=5]Combat[/SIZE][/B] Radiance elementals start combat with their Rainbow Beam, then switching to their Brilliant Touch. They prefer to stay out or range, darting in to attack at close range only when they have to. [B][SIZE=5]Variant: Giant Radiant Elemental[/SIZE][/B] A giant radiance elemental is CR 9 (5,000 XP) and is Huge. It has 112 (15d12+30; bloodied 61) hit points. Its Brilliant Touch and Rainbow Beam each deal an extra 9 (2d8) damage. * [B][U][SIZE=6]Steam Elemental[/SIZE][/U][/B] Steam elementals are a mix of the energies of the Plane of Water and the Plane of Life. They have full control over their temperature and can switch from scalding steam to freezing mist at will. They are insatiably curious but not particularly friendly, and some people believe that they work as spies for genies and similar beings, as even the most paranoid of people rarely think that the fog itself is listening to them. [B][SIZE=5]Steam Elemental Signs[/SIZE][/B] 1. Condensation on every surface. 2. A great deal of fog. 3. The air is humid. Surfaces are slick and slimy. 4. Puddles of steaming-hot or icy water on the ground. [B][SIZE=5]Steam Elemental Behavior[/SIZE][/B] 1. Floating peacefully over the ground. 2. Spying on other creatures. 3. Aggressive; will attack on sight. 4. Powering a steam engine. [B][SIZE=5]Steam Elemental Appearance[/SIZE][/B] 1. A fog cloud. 2. Droplets of condensation on a surface that move into different shapes when approached. 3. A ghostly water elemental. 4. A mass of misty tendrils. [B][COLOR=rgb(65, 168, 95)][SIZE=7]Steam Elemental[/SIZE][/COLOR] Large elemental[/B] Challenge 5 (1,800 XP) [B]AC[/B] 14 [B]HP[/B] 102 (12d10+36; bloodied 51) [B]Speed[/B] 0 ft., fly 30 ft., swim 30 ft. [B]STR[/B] 12 (+1) [B]DEX[/B] 18 (+4) [B]CON[/B] 16 (+3) [B]INT[/B] 8 (-1) [B]WIS[/B] 10 (+0) [B]CHA[/B] 7 (-1) [B]Proficiency[/B] +3 [B]Maneuver DC[/B] 15 [B]Skills[/B] Stealth +7 [B]Damage Vulnerabilities[/B] lightning [B]Damage Resistances[/B] cold, fire, radiant; damage from nonmagical weapons [B]Damage Immunities[/B] poison [B]Condition Immunities[/B] fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious [B]Senses[/B] darkvision 60 ft., passive Perception 10 [B]Languages[/B] Aquan [B][I]Blowing Hot or Cold. [/I][/B]At the start of each of its turns, the elemental chooses whether it will inflict cold or fire damage (no action required by it). All damage it inflicts that turn using its Touch or Surround action, or because of its Steam Form trait, will be of that damage type. [B][I]Misty Invisibility. [/I][/B]When in a dimly-lit area or an area obscured by mist or fog, the elemental is invisible. [B][I]Steam Form. [/I][/B]The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold or fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) cold or fire damage. [B][U]Actions[/U] [I]Multiattack. [/I][/B]The elemental makes two touch attacks. [B][I]Slam. [/I][/B][I]Melee Weapon Attack: [/I]+7, reach 5 ft., one target. [I]Hit: [/I]12 (2d8+3) cold or fire damage. [B][I]Engulf. [/I][/B][I]Melee Weapon Attack: [/I]+7 to hit, Reach 5 ft., one Large or smaller creature. [I]Hit: [/I]The target is surrounded by the elemental. The elemental’s area is heavily obscured difficult terrain, and the creature takes 14 (4d6) cold or fire damage. If the elemental takes lightning damage while it is engulfing a creature, then the creature being engulf takes the damage as well. [B][SIZE=5]Combat[/SIZE][/B] Steam elementals attack by using their Engulf and constantly alternating their temperature, never giving their victims time to adapt. [B][SIZE=5]Variant: Giant Steam Elementals [/SIZE][/B] A giant steam elemental is CR 9 (5,000 XP) and is Huge. It has 142 (15d12+45; bloodied 71) hit points. Its Slam and Engulf each deal an extra 10 (3d6) damage. [/QUOTE]
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