Converting Planescape monsters

Cleon

Legend
So, shall I post the first of the Quasis?

We might as well go through them in the same order as the Planescape Monstrous Compendium they appear in.

Before we start the actual conversion, do you prefer calling them Quasielementals or Quasi-Elementals? The MC uses the former, but their original appearance in Dragon magazine uses the latter.

I like the Quasi- version better myself.
 

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Cleon

Legend
Conversion order and Subtypes

The Quasi-Elementals originally appeared as follows:

1st Edition AD&D
Monster Manual II (1983)
- Lightning

Dragon 125 (1987)
Positive Quasi-Elementals
- Radiance
- Steam
- Mineral

Dragon 128 (1987)
Negative Quasi-Elementals
- Ash
- Vacuum
- Dust
- Salt

2nd Edition AD&D
Planescape Monstrous Compendium III (1998)
Quasielemental, Negative
- Ash
- Dust
- Salt
- Vacuum
Quasielemental, Positive
- Lightning
- Mineral
- Radiance
- Steam

Following the alphabetical order of the 2nd edition version seems most straightforward.

The Quasi-Elemental Planes are tied in with the regular Elemental Planes as follows:

Air & Negative Energy = Vacuum
Earth & Negative Energy = Dust
Fire & Negative Energy = Ash
Water & Negative Energy = Salt

Air & Positive Energy = Lightning
Earth & Positive Energy = Mineral
Fire & Positive Energy = Radiance
Water & Positive Energy = Steam

I think we should decide on the elemental subtypes of each type before we actually proceed with the conversions. I'm tempted to give them different and sometimes conflicting subtypes to reflect their peculiar nature, like so:

Ash - Cold & Fire (since it's immune to high & low heats)
Dust - Air & Earth (since it has a whirlwind attack)
Salt - Water
Vacuum - no elemental subtype (it's literally elemental nothingness)

Lightning - Air
Mineral - Earth
Radiance - no elemental subtype (since it's a "Light elemental")
Steam - Cold, Fire & Water (it can be superhot or supercold vapour)

Note that in my proposal both the Negative and Positive Quasi-Elementals use the same five elemental subtypes, but in different orders.

The reasons for choosing those subtypes should be clearer once you see their AD&D writeups.
 
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Cleon

Legend
Quasielementals (2nd edition AD&D version)

Quasielemental, Negative

ASH
Climate/Terrain: Quasiplane of Ash
Frequency: Common
Organization: Band
Activity Cycle: Any
Diet: Fire
Intelligence: Low to high (5–14)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1d6
Armor Class: 3
Movement: 12
Hit Dice: 6, 9, 12
THAC0:
— 6 HD: 15
— 9 HD: 11
— 12 HD: 9
No. of Attacks: 1
Damage/Attack: 1d6 + 1hp/HD
Special Attacks: Drain heat
Special Defenses: See below
Magic Resistance: Nil
Size: M (6’ tall)
Morale: Champion (15–16)
XP Value:
— HD: 2,000
— 9 HD: 5,000
— 12 HD: 8,000

DUST
Climate/Terrain: Quasiplane of Dust
Frequency: Common
Organization: Band
Activity Cycle: Any
Diet: Any solid
Intelligence: Low to high (5–14)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1d6
Armor Class: –1
Movement: 12
Hit Dice: 6, 9, 12
THAC0:
— 6 HD: 15
— 9 HD: 11
— 12 HD: 9
No. of Attacks: 1
Damage/Attack: 1d6 + 1hp/HD
Special Attacks: Engulf, dust storm
Special Defenses: See below
Magic Resistance: Nil
Size: M (6’ tall)
Morale: Champion (15–16)
XP Value:
— HD: 3,000
— 9 HD: 6,000
— 12 HD: 9,000

SALT
Climate/Terrain: Quasiplane of Salt
Frequency: Uncommon
Organization: Band
Activity Cycle: Any
Diet: Water
Intelligence: Low to high (5–14)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1d6
Armor Class: 1
Movement: 3
Hit Dice: 6, 9, 12
THAC0:
— 6 HD: 15
— 9 HD: 11
— 12 HD: 9
No. of Attacks: 1
Damage/Attack: 1d8 + 1hp/HD
Special Attacks: Absorb moisture
Special Defenses: See below
Magic Resistance: Nil
Size: L (9’–12’ tall)
Morale: Champion (15–16)
XP Value:
— HD: 2,000
— 9 HD: 5,000
— 12 HD: 8,000

VACUUM
Climate/Terrain: Quasiplane of Vacuum
Frequency: Uncommon
Organization: Band
Activity Cycle: Any
Diet: Anything
Intelligence: Low to high (5–14)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1d6
Armor Class: –1
Movement: 36
Hit Dice: 6, 9, 12
THAC0:
— 6 HD: 15
— 9 HD: 11
— 12 HD: 9
No. of Attacks: 1
Damage/Attack: 1d4 + 1hp/HD
Special Attacks: Draw air
Special Defenses: See below
Magic Resistance: Nil
Size: S (4’ tall)
Morale: Champion (15–16)
XP Value:
— HD: 2,000
— 9 HD: 5,000
— 12 HD: 8,000

Every time a body thinks he’s nailed down the Inner Planes, they just get more complicated still. It’s easy enough to understand the four Elemental Planes, and not too hard to tumble how they mix to form the Paraelemental Planes. But it doesn’t stop there. In addition to combining with one another, the four planes of the basic elements also mix with the Positive and Negative Energy Planes to produce the eight Quasielemental Planes. And, as sure as Sigil, those eight quasiplanes spawn their own elemental beings — namely, quasielementals.

For some reason that greybeards love to rattle their bone-boxes about, quasielementals simply aren’t as powerful as elementals or paraelementals. The explanations range from mere coincidence to the idea that the quasiplanes have lower energy levels than the others. Most scholars, however, believe that the quasiplanes are the least fundamental of the Inner Planes, and therefore produce beings of less inherent power. ‘Course this doesn’t mean that quasielementals’re pushovers. Far from it. They’re bloods to be respected, particularly when encountered in their home environments.

This entry takes a look at the negative quasielementalts — the ones that hail from Ash, Dust, Salt, and Vacuum. They’re considered “negative” because they come from quasiplanes formed from the conjunction of the Negative Energy Plane and Air, Earth, Fire, or Water. Some folks look upon these negative quasiplanes — and their quasielementals — as representing the disintegration of the main four elements.

ASH QUASIELEMENTAL
In the mostly lifeless expanse that is the Quasiplane of Ash, the ash quasielemental embodies the slow fading of energy that has already consumed all it can. An animate pile of ashes and cinders, the quasielemental can form itself into crude shapes — a humanoid being, a serpentine creature, and so on.

Combat: This monster rarely makes attacks; its mere presence is threat enough. See, the ash quasielemental feeds on heat, forever sucking the warmth from all things around it. Anyone within 30 feet of the creature automatically suffers 1d6 points of damage per round. The quasielemental doesn’t need to make an attack roll, and the victim doesn’t get to make a saving throw. Creatures of cold — such as undead, white dragons, and frost salamanders — suffer no harm from the ash quasielemental’s heat-draining effect. Note, however, that merely being cold-blooded doesn’t protect a viction.

If it so chooses, the ash quasielemental can focus its draining effect into a conelike area 60 feet long and 30 feet wide at the base. Those within the cone suffer 2d6 points of damage per round from the loss of body heat. What’s more, this attack can extinguish a normal flame, such as a torch or a campfire.

If the ash quasielemental actually touches a sod in combat, its heat drain inflicts 1d6 points of damage plus 1 additional point per Hit Die of the elemental creature (6, 9, or 12). Note that the victim also suffers the normal damage from being within 30 feet of the quasielemental — the radius effect requires no effort on the monster’s part (unless it’s focusing the draining power into a cone).

Ash quasielementals can be struck only by +1 or better weapons and are immune to cold-based attacks. Oddly, though they drain warmth, a great amount of heat weakens them, as they can absorb only so much. Thus, all fire-based attacks inflict twice their normal damage. If an ash quasielemental is destroyed by fire, it explodes, inflicting 1d4 points of damage per Hit Die on all creatures within 30 feet.

Habitat/Society: Ash quasielementals rarely leave their home plane. The Elemental Plane of Fire would prove lethal to them, and most other planes are either too hot (causing them harm) or too cold (offering no sources of warmth they can drain).

The Quasiplane of Ash holds a gigantic fortress made of cinders, a palace known as the Citadel of Former Flame. From here, a council of powerful, intelligent ash quasielementals plots and plans against their enemies from Fire. While they can’t take direct action against the inhabitants of that plane for fear of their own destruction, they weave elaborate schemes that cause others to strike against their foes. Apparently, the council feels that with the eventual end of Fire, all that will be left is cold Ash.

Ecology: These creatures live a strange existence. After all, they must fear what they crave, for too much will destroy them. They’re not born through any sort of biological reproductive process, but seem to emerge randomly from the ash of the quasiplane. And only the most leatherheaded prime still believes the old rumor that ash quasielementals’re actually undead fire elementals.

DUST QUASIELEMENTAL
If the ash quasielemental embodies the death of energy, then its dust counterpart embodies the death of matter. It revels in the obliteration of solid objects, especially the pulverization of worked or crafted materials. A dust quasielemental looks like a billowing cloud of dust, with tiny, eyelike pockets of swirling particles.

Combat: When fighting, a dust quasielemental can lash out with a pseudopod of churning dust, inflicting upon a foe 1d6 points of damage plus 1 additional point for each of its Hit Dice (6, 9, or 12).

However, if the quasielemental makes an unmodified (natural) attack roll of 19 or 20, it completely engulfs its opponent. Engulfed sods are powerless to act and begin disintegrating — their body’s particles blend with those already swirling within the monster. Victims suffer 2d6 points of damage per round until they die, at which point they’ve been completely broken down. A quasielemental can engulf only one creature of size S or M at a time. If a sod’s engulfed, the only way to free him is to kill the quasielemental.

The monster can also transform its body into a raging dust storm with a radius of 40 feet. Those caught within the storm must make a successful saving throw versus rod/staff/wand or become blinded for 1d10 rounds. However, nothing can save them from the storm’s physical battering, which causes 1d2 points of damage per Hit Die of the quasielemental.

A dust quasielemental can be struck only by weapons of +1 or better enchantment.

Habitat/Society: Vengeful and destructive, dust quasielementals could almost be considered evil. Ultimately, of course, they must be seen as a natural part of the multiverse, rather than as creatures of malice. Nevertheless, if crossed, a dust quasielemental stops at nothing to slay the berk who did it harm. (actually, if a cutter really thinks about it, the monster’s affinity for destroying things that others have taken pains to create might also seem a bit immoral . . . .)

Dust quasielementals have no real organization, although they sometimes gather in leaderless groups — mobs, really — to roam about wreaking havoc. They don’t willingly leave their home quasiplane, but when they suddenly find themselves somewhere else (perhaps because of a summoning), they take no steps to return. They’re simply content to break down matter wherever they happen to be.

Ecology: Because they literally feed upon destruction, dust quasielementals are best feared and avoided, rather than dealt with. To make matters worse, the creatures’re spontaneously generated wherever great devastation occurs, so their own actions tend to create more of their kind.

SALT QUASIELEMENTAL
Like the crystalline facets, other natives of the Quasiplane of Salt, the salt quasielementals absorb moisture of any sort. They’re not as numerous as the constantly multiplying facets, though, especially in the border areas between Salt and the Elemental Plane of Water. They can take on other appearances (as can certain other quasielementals), but these salt being most often resemble large, white, rime-encrusted lizards.

Combat: Using their large, dense fists, salt quasielementals can smack their foes and cause 1d8 points of damage plus 1 additional point per Hit Die (6, 9, or 12). But they pose an even greater danger to any beings that contain water — which includes most animal and plant life, creatures of elemental water, and so on. The quasielementals automatically leech moisture from anything within 80 feet, and this draining inflicts 2d6 points of damage per round on susceptible creatures.

‘Course, a body knows what’s said about too much of a good thing. If a salt quasielemental encounters so much water that it’s entirely immersed, it dies, exploding with great force. Everything within 30 feet of the creature is subjected to an attack (as if the quasielemental itself had made it). Those struck suffer 1d8 points of damage from flying salt shrapnel.

Salt quasielementals can be struck only by weapons of +1 or greater enchantment. They’re also immune to fire.

Habitat/Society: The salt quasielementals stick mostly to their own plane. Fact is, they’ll never join the facets’ crusade against the Elemental Plane of Water, due to the dangers they’d face from being near such large volumes of liquid. More or less solitary creatures, salt quasielementals’re content to wander their plane, absorbing water in small amounts.

It’s interesting to note that while a salt quasielemental can drain the moisture from a facet, the process doesn’t work in reverse — a facet can’t absorb anything from a salt quasielementyal. This just goes to show that the quasielemental is truly the embodiment of salt (and dryness), while the fact is simply a creature of salt.

Ecology: Chant is that a few high-up wizards have figured out a way to imprison salt quasielementals in their laboratories to keep their spellbooks and delicate experiments dry.

VACUUM QUASIELEMENTAL
While some greybeards like to categorize these creatures as the embodiment of the destruction or absence of air, a truly canny blood knows the real dark — vacuum quasielementals embody the absence of everything. The things’re completely invisible, and their shape is that of an amorphous, rubbery, hollow skin.

Combat: A vacuum quasielemental can ram foes with its shapeless body, inflicting 1d4 points of damage plus 1 additional point per Hit Die (6, 9, or 12). But more importantly, it also draws any surrounding air into itself. An area of 60 feet around the creature is treated as though a continual gust of wind spell blew toward the quasielemental. Any air-breathing sod within the area automatically suffers 1d4 points of damage per round — the monster literally sucks the breath away from him. (‘Course, this doesn’t apply on an airless void like the Quasiplane of Vacuum.)

If in a confined space, a vacuum quasielemental can reduce a 60-foot cube of air to a vacuum within a single round. However, it can maintain the airless state for only 10 rounds; it must then stop and rest for an hour before using this power again.

Like all quasielemental beings, vacuum quasielementals can be struck only by of +1 or better weapons. Air-based spells (such as gust of wind) cast by a wizard or priest of a level higher than the quasielemental’s total Hit Dice slay the creature if it fails a saving throw versus death magic.

Habitat/Society: Vacuum quasielementals are surprisingly gregarious creatures, gathering in small groups whenever possible to converse and interact. On the other hand, they have no love for any other beings and usually attack intruders on their quasiplane. Like their cousins of salt, vacuum quasielementals prefer to remain on their home plane. Sure, every elemental creature feels a certain level of discomfort when in an alien environment, but vacuum quasielementals actually dislike using their absorption abilities, which physically tire them.

Ecology: Much about vacuum quasielementals remains dark. Fact is, no one really knows how they sustain themselves; it’s just conjecture that they feed upon the air they draw into themselves. They may not need anything at all to survive. Or perhaps, like the strange egarus fungi also found on the Quasiplane of Vacuum, the creatures literally survive on nothing — that is, nothingness.

Quasielemental, Positive

LIGHTNING
Climate/Terrain:
Quasiplane of Lightning
Frequency: Common
Organization: Band
Activity Cycle: Any
Diet: Any energy
Intelligence: Low to high (5–14)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1d6
Armor Class: 2
Movement: Fl 18 (E) (plus special)
Hit Dice: 6, 9, or 12
THAC0:
— 6 HD: 15
— 9 HD: 11
— 12 HD: 9
No. of Attacks: 1
Damage/Attack: 1d6 + 1 hp/HD
Special Attacks: Lightning globe
Special Defenses: See below
Magic Resistance: Nil
Size: S (3’ diameter)
Morale: Champion (15–16)
XP Value:
— 6 HD: 2,000
— 9 HD: 5,000
— 12 HD: 8,000

MINERAL
Climate/Terrain:
Quasiplane of Mineral
Frequency: Common
Organization: Band
Activity Cycle: Any
Diet: Any stone
Intelligence: Low to high (5–14)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1d6
Armor Class: 0
Movement: 6
Hit Dice: 6, 9, or 12
THAC0:
— 6 HD: 15
— 9 HD: 11
— 12 HD: 9
No. of Attacks: 1
Damage/Attack: 1d8 + 1 hp/HD
Special Attacks: Merging
Special Defenses: See below
Magic Resistance: Nil
Size: L (9-12’ high)
Morale: Champion (15–16)
XP Value:
— 6 HD: 3,000
— 9 HD: 6,000
— 12 HD: 8,000

RADIANCE
Climate/Terrain:
Quasiplane of Radiance
Frequency: Common
Organization: Band
Activity Cycle: Any
Diet: Darkness
Intelligence: Low to high (5–14)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1d6
Armor Class: 0
Movement: Fl 48 (E)
Hit Dice: 6, 9, or 12
THAC0:
— 6 HD: 15
— 9 HD: 11
— 12 HD: 9
No. of Attacks: 1
Damage/Attack: 1d3 + 1 hp/HD
Special Attacks: Beams, blinding
Special Defenses: See below
Magic Resistance: Nil
Size: S (3’ diameter)
Morale: Champion (15–16)
XP Value:
— 6 HD: 3,000
— 9 HD: 6,000
— 12 HD: 9,000

STEAM
Climate/Terrain:
Quasiplane of Steam
Frequency: Common
Organization: Band
Activity Cycle: Any
Diet: Any gas
Intelligence: Low to high (5–14)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1d6
Armor Class: 2
Movement: Fl 12 (E)
Hit Dice: 6, 9, or 12
THAC0:
— 6 HD: 15
— 9 HD: 11
— 12 HD: 9
No. of Attacks: 1
Damage/Attack: 1d6 + 1 hp/HD
Special Attacks: None
Special Defenses: See below
Magic Resistance: Nil
Size: G (60’ wide)
Morale: Champion (15–16)
XP Value:
— 6 HD: 2,000
— 9 HD: 5,000
— 12 HD: 8,000

This entry sheds light on the positive quasielementals – the ones that come from Lightning, Mineral, Radiance, and Steam. Scholars think of them as “positive” because they’re natives of the quasiplanes formed from the conjunction of the Positive Energy Plane and Air, Earth, Fire, or Water.

Note: For general information on quasielementals, refer to the first few paragraphs of the entry for negative quasielementals (on page 78).

LIGHTNING QUASIELEMENTAL
The Quasiplane of Lightning is a wild and dangerous place, and the living embodiments of the realm are no different. If any of the quasielementals (or paraelementals, for that matter) could be said to lean a bit more toward chaos than pure neutrality. it’d have to be those of Lightning.

These creatures look like small balls of lightning, with bolts of electricity constantly arcing from them toward the nearest conductor. Further, they can carry themselves along one of these arcs, effectively teleporting (as per the spell) up to 60 yards away to any grounded or metallic object with a mass greater than 5 pounds. Each round, a quasielemental can “teleport” in this fashion in addition to physically moving its normal rate (18).

Combat: The touch of a lightning quasielemental carries with it a powerful jolt of electricity, enough to inflict 1d6 points of damage plus 1 additional point for each of the creature’s Hit Dice.

The quasielemental can also discharge globes of electricity, one per round, for as many rounds per day as it has Hit Dice. (Thus, once per day a quasielemental of 6 HD can release six globes, one of 9 HD can release nine, and one of 12 HD can release 12.) These globes float near the creature, sticking close wherever it goes. When a significant amount of metal (such as a basher in armor) or any living being of 200 pounds or more comes within 5 feet of the quasielemental, the globes move toward the target and discharge. Each globe inflicts damage according to the strength of the quasielemental: 1d4 points (for 6-HD quasielementals), 1d6 points (for 9-HD), or 1d8 points (for 12-HD). The victim receives no saving throw versus the attack, which could prove exceedingly dangerous if many globes zap the sod at once.

A lightning quasielemental can be struck only by a weapon of +1 or greater enchantment. Anyone who strikes it with a conductive material (such as a metal sword, even one that’s magical) suffers 1d4 points of electrical damage from the creature’s power. Not surprisingly, the quasielemental is immune to electricity. Fire- and acid-based attacks cause only half damage. Water, on the other hand, inflicts 1d8 points of damage per gallon to a lightning quasielemental.

Habitat/Society: Intelligent lightning quaielementals flock together in the constant storms of their home plane in a display that outsiders'd call a huge electrical conflagration. No one knows the dark of what happens during these gatherings. Some think it's for reproduction, while others say the quasielementals meet to exchange information.

Beyond these mysterious assemblies, the creatures seem to have no real organization. No lightning quasielemental ruler is known to exist, nor — does it appear — could one. The beings are truly alien, somewhat chaotic loners.

Ecology: Virtually nothing is known or the life cycle of lightning quasielementals. Still, it’s clear that they’re the undisputed masters of their plane. Should a need for hierarchy arise (which it hardly ever does), the creatures known as shockers are almost always subservient to the quasielementals.

MINERAL QUASIELEMENTAL
In many respects, the mineral quasielemental looks like an earth elemental, but one made of precious stones and metals. It can, however, take other forms. Fact is, it can mimic the basic shape of any other creature, though the new form is always made of sparkling minerals. When the poet Verismil wrote or “gem-studded dragons and multifaceted knights,” he was actually refering to a unit of mineral quasielemental warriors marching into the Great Crystalline War of a few hundred years ago.

Combat: When a mineral quasielemental needs to bring down a foe, it simply clubs him with whatever sort of limbs it has in its current form. They always inflict 1d8 points of damage plus 1 additional point for each of its Hit Dice. The quasielemental can also pass through stone at will (at its normal movement rate) in the same manner as a xorn, but it rarely uses this ability with any craftiness or stealth. Rather, its attacks are straightforward and guileless.

It’s bad enough when a berk has to fight just one mineral quasielemental, but things really take a turn for the worse when two of ’em are near. See, the pair can merge to form a single gigantic mineral being with all the hit points and combined Hit Dice of its component parts. Each blow landed by this creature inflicts 2d8 points of damage plus 1 additional point per Hit Die (using the combined HD total), and the merged quasielemental makes two attacks per round. No more than two quasielementals can join together in this fashion.

Mineral quasielementals regenerate 2 hit points per round as long as they’re alive and in contact with solid, inorganic matter. They can be struck only by weapons of +1 or better enchantment. Furthermore, they’re immune to petrification and paralyzation, but they suffer twice the normal amount of damage from acid. Lightning-based attacks inflict normal damage, but they also force a merged quasielemental to break down into its component individuals if it fails a saving throw versus spell.

Habitat/Society: Fairly warlike, mineral quasielementals gather into bands and patrol the glittering caverns of their plane. ’Course, who could blame them? Many bashers think that the quasiplane of Mineral is just a treasure-trove waiting to be plundered. The quasielementals despise creatures like xorn and khargra that seek to devour precious minerals, but, truth is, they’re generally hostile to any intruder who doesn’t offer a really good reason for being there.

Ecology: When a mineral quasielemental is slain, its body becomes little more than uncut gems and valuable metal ore – approximately 200 gp worth for each of the creature’s Hit Dice. But few berks’re barmy enough to try to get rich by killing the plane’s guardians. See, there are far easier methods of obtaining the valuable materials – after all, the whole quasiplane is filled with them!

If a quasielemental dies on any other plane, it simply falls apart into the gems and ore used to summon it in the first place. In other words, unless the creature stepped through a gate, its corpse probably won’t yield anything its slayer didn’t already have access to.

RADIANCE QUASIELEMENTAL
A basher new to the Inner Planes might mistake a radiance quasielemental for one made of lightning. That’s because a radiance quasielemental appears to be a glowing ball of energy, but unlike its lightning counterpart, it doesn’t crackle chaotically with arcs of energy. Instead, it emits a steady, orderly glow, varied only by the intensity of the creature’s continual, smooth spinning. The glow is equivalent to a double-strength continual light spell, though the quasielemental can dim the illumination if it chooses.

Combat: The touch of a radiance quasielemental inflicts 1d3 points of damage plus 1 additional point for each of the creature’s Hit Dice. However, when forced to defend itself, the quasielemental usually prefers to drive off its attackers by emitting rays of light. It can release seven different beams, each with its own effect:

● Red beam: inflicts 1d6 points of cold damage +1 additional point for each of the quasielemental’s Hit Dice.
● Orange beam: inflicts 1d6 points of heat damage +1 point/HD.
● Yellow beam: inflicts 1d6 points of acidic damage +1 point/HD.
● Green beam: inflicts 1d6 points of poisonous damage +1 point/HD.
● Blue beam: inflicts 1d6 points of electrical damage +1 point/HD.
● Indigo beam: inflicts 1d6 points of “holy” damage +1 point/HD. This attack only affects creatures susceptible to damage from holy water.
● Violet beam: inflicts 1d6 points of impact damage +1 point/HD.

Each beam is 1 foot wide and has a range equal to the Hit Dice of the quasielemental in tens of yards. The creature can emit only one beam each round, but it can otherwise use the rays as often as it likes. The beams don’t automatically hit their target; the quasielemental must make an attack roll. But it’s canny enough to notice if a particular ray fails to injure a given basher; if that occurs, it’ll try to hit him with a different colored beam next time.

Finally, a quasielemental can harm its foes by spinning very quickly and blinding those looking at it. Anyone within 120 yards of the creature when it uses this power must make a saving throw versus death magic or be struck blind for 2d10 days.

A radiance quasielemental can be struck only by weapons of +1 or better enchantment. Magical darkness of any kind wounds the creature, causing 1 point of damage per level of the caster. Attacks based on fire, cold, and electricity inflict only half damage, however.

Habitat/Society: These light-based beings stick to small groups on their home plane. They rarely so much as move except to avoid the scile (other residents of the quasiplane). Chant is, the more intelligent radiance quasielementals are philosophers that remain in one position for eons in peaceful contemplation. ’Course, if disturbed, they grow quite temperamental.

Quaslelementals that care less for philosophy move about a good deal more on their plane as well as on others, carrying out errands or simply looking to feed.

Ecology: Since their plane is such a safe haven for creatures like themselves, radiance quasielementals have little to fear from predators or other threats. And the scile aren’t so much a danger as a minor annoyance. But a few planewalkers say they’ve heard that evil creatures from the Demiplane of Shadow occasionally invade Radiance and cause havoc. These raids are fairly trivial, but they could presage something larger and more dire.

STEAM QUASIELEMENTAL
Also known as mist quasielementals, these vaporous beings look like large clouds of virtually transparent gas. Their ghostly appearance should be a warning even to an addlecove that the creatures are best left alone.

Combat: Steam quasielementals have full control of their temperature. They can become a mass of scalding steam or a cloud of freezing mist at will, even switching back and forth between the extremes every round.

In battle, they simply surround and engulf their foes. Each round, anyone within a quasielemental’s area (which can fill a cube up to 60 feet on a side) suffers 1d6 points of either hot or cold damage plus 1 additional point for each of the creature’s Hit Dice. The quasielemental doesn’t need to make an attack roll, and the victim receives no saving throw. The gaseous creature can also strike those outside its area with a single misty tendril.

A steam quasielemental can be struck only by weapons or +1 or greater enchantment. It’s immune to cold-based attacks, weather-affecting spells, and any harmful effects from water. Fire-based attacks cause only half damage. Electricity inflicts full damage, but it also can hurt anyone currently engulfed by the creature. (Sods in the cloud must make a saving throw versus spell; failure indicatesthat they suffer half damage from the electrical attack, and success means that they suffer none.)

Steam quasielementals can move through the air or water with equal ease, and they can pass through the smallest of openings or cracks in solid objects.

Habitat/Society: Steam quasielementals are said to slip their misty tendrils into all aspects or life on their home plane, where they’re virtually impossible to detect. The most intelligent ones organize their lessers into cadres of spies and agents. Thus, they not only know everything that happens on the Quasiplane of Steam (and other planes nearby), but they can try to control those events as well.

These dangerous creatures don’t hesitate to attack whenever a berk stands in the way of their plans – or whenever it serves their purposes. More frequently, they try to take intruders as slaves, because their one limitation is their inability to manipulate objects. Planewalkers or other bashers made of solid matter prove useful for such tasks (which, admittedly. don’t arise too often).

Ecology: Steam quasielementals absorb gases to sustain themselves and reproduce simply by absorbing a great deal and then splitting in two.

Originally appeared in Planescape Appendix III (1998).
 


Cleon

Legend
Quasi-Elementals (1st edition AD&D version)

Quasi-Elemental Lightning
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 18” (plus special) (MC: A)
HIT DICE: 6, 9, or 12
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 +1 point/HD
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below.
INTELLIGENCE: Low
ALIGNMENT: Neutral (chaotic)
SIZE: S
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil/nil
LEVEL/XP VALUE: VII/1000+ 15/hp

Creatures of this sort inhabit the Elemental Plane of Air and the Positive Material Plane. They are rare even in those places. During a great lightning storm on the Material Plane, large numbers of lightning quasi-elementals will sometimes gather. During such violent thunderstorms, the creatures feed and reproduce. In addition to normal movement, lightning quasi-elementals can “arc,” leaping up to 6" to any grounded or metallic object of mass greater than 50 gp. Such leaping arc is in addition to normal movement, coming either at the beginning or end of it.

There are 3 hit die categories of quasi-elementals, and the small 6-hit die variety are most common in the Prime Material Plane (60%), the 9-hit-die size less common (30%) and the 12 (or more)-hit-die size rarest of all (10%). In the Elemental Plane these figures are reversed, the smallest quasi-elemental being encountered 10% of the time, the medium-sized encountered 30% of the time, and the largest type encountered 60% of the time.

In addition to normal attack of electrical discharge by touch, a creature of this sort can discharge 1 small globe of ball lightning each round for 6, 9, or 12 rounds (depending on hit dice). This globe will float near the quasi-elemental until some creature of large mass (2000 gp or more) or with a large quantity of conductive metal comes within 5 feet. The ball lightning will then move to that object and discharge, inflicting 1-4,1-6, or 1-8 points of damage, depending on the size of the quasi-elemental that discharged it.

Lightning quasi-elementals can be harmed only by +1 or better magic weapons. If the weapon used against such a creature is of conductive material, its wielder will suffer electrical damage of 1-4 points whenever the weapon strikes the lightning quasi-elemental. Lightning and electrical attacks do no damage. Fire and acid do only half-normal damage. Cold does full damage. Water attacks inflict 1-8 points of damage per gallon, or double full normal damage. For example, an ice storm spell does 6-60. Falling water, as in some form of rain, inflicts 2 points of damage for each 1/10th of an inch of precipitation which falls upon the creature.

Lightning quasi-elementals have no known social organization. It is generally not possible to conjure quasi-elementals, although powerful magic-users have been known to do so.

Originally appeared in Monster Manual II (Gary Gygax, 1983).

Positive Quasi-Elementals
Quasi-elementals may be rarely found in the Prime Material plane, but they appear with common frequency in the inner planes, particularly in their native quasi-elemental planes and in the elemental planes adjacent to their home planes. It has been surmised that these creatures have the ability to withstand the effects of the Positive and Negative Material plane, though this is unproven. Each quasi-elemental may be of small, medium, or large size. The size of a quasi-elemental depends on where it is found:

1d100 . Prime Material plane . . Inner plane
01-60 .
. . Small . . . . . . . . . . Large
61-90 .
. . Medium . . . . . . . . . Medium
91-00 . . . Large . . . . . . . .
. . Small

RADIANCE QUASI-ELEMENTAL.
FREQUENCY: Very rare
NO. APPEARING: 1 (1-6)
ARMOR CLASS: 0
MOVE: 48”
HIT DICE: 6, 9, or 12
% IN LAIR: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3 + 1 hp/HD
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
ALIGNMENT: Neutral (chaotic)
SIZE: S
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: VII/1,000 + 15 per hp

Radiance quasi-elementals look like rapidly turning spheres of multicolored light. They are rarely found on the Prime Material plane, and then only in the area of spectacular events such as double-arched rainbows or multihued meteor showers in the night sky.

Radiance quasi-elementals normally attack with beams of pure light, each of which has a different effect. The range of these beams is equal to the hit dice of the creature (i.e., 6”, 9”, or 12” range). The beams have the following effects:

1. Red beam: 1d6 + 1 hp/HD (cold) damage;
2. Orange beam: 1d6 + 1 hp/HD (heat) damage;
3. Yellow beam: 1d6 + 1 hp/HD (acid) damage;
4. Green beam: 1d6 + 1 hp/HD (poison) damage;
5. Blue beam: 1d6 + 1 hp/HD (electrical) damage;
6. Indigo beam: 1d6 + 1 hp/HD (holy water) damage; and,
7. Violet beam: 1d6 + 1 hp/HD (force) damage.

Effects are as for that particular type of damage, but the energy is a ray 1. wide. For instance, the yellow beam leaves no acid behind, but the effects are as if a bolt of acid struck the target. Devices which offer protection from that particular type of damage negate the effects of the quasi-elemental. Similarly, if the creature is immune to the effects of the type of attack, the creature will not be harmed (for example, a paladin struck by the indigo beam of holy water effect would not be harmed, but a wraith would).

Radiance quasi-elementals radiate a continual light spell at all times. This is diminished when they reduce their spin so that they resemble will-o-the-wisps, or intensified by increasing their spin rates. In the latter case, all who look at a rapidly spinning quasi-elemental must make a saving throw vs. death or be blinded for 2-20 days. The range of this intense radiation is 12” in all directions.

Spells which create or control darkness can prevent such a quasi-elemental from using its blinding attack, and these spells inflict damage of 1 hp per level of the caster to the creature. Fire, cold, and electricity inflict half damage. Weapons must be enchanted to + 1 or better to inflict damage on a radiance quasi-elemental.

Powerful mages have been known to capture radiance quasi-elementals and use them as both light sources and guards in their domains. The creatures have low intelligence but can separate friend from foe, so that a group of invading mercenaries may find the the mage’s own lamps attacking them.

STEAM QUASI-ELEMENTAL
NO. APPEARING: 1 (1-6)
ARMOR CLASS: 2
MOVE: 12”
HIT DICE: 6, 9, or 12
% IN LAIR: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 + 1 hp/HD
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
ALIGNMENT: Neutral (chaotic)
SIZE: L
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: VII/1,000 + 15 per hp

Steam quasi-elementals are very rare in the Prime Material plane and are only found in areas of highly agitated water, such as the base of waterfalls, in geyser pools, and in areas where the ocean surf strikes rocks. Steam quasi-elementals look much like transparent, ghostlike water elementals.

True steam quasi-elementals (as opposed to the other lifeforms found on that quasi-elemental plane) can control their internal temperature, changing their substance from freezing cold fogs to scalding steam. Their method of attack involves engulfing their victims, enclosing a cubic area of up to 60’ on a side. They then inflict 1d6 + 1 hp/HD damage to each creature within either a hot or cold cloud. Steam quasi-elementals are intelligent enough to recognize if one mode of attack is not working and switch to the other. A device which protects the user from the effects of heat or cold (such as a ring of warmth) also protects the user from that particular cloud attack form.

Steam quasi-elementals can fly or move beneath water at normal movement rates, as well as seep through cracks into small areas. They cannot be harmed by spells which affect weather, temperature, cold, or water. They take half damage from fire and full damage from electricity. In the latter case, however, every other living being beneath the steam quasi-elemental’s cloud must make a saving throw versus the effect, suffering half damage if failing and no damage if successful. Steam quasi-elementals can only be harmed by + 1 or better enchanted weapons.

Steam quasi-elementals tend to be the most chaotic of the positive quasi-elementals — so much so that even those mages who have divined methods of summoning and containing them have yet to find an adequate, safe use for them.

MINERAL QUASI-ELEMENTAL.
FREQUENCY: Very rare
NO. APPEARING: 1-3 (1-8)
ARMOR CLASS: 0
MOVE: 6”
HIT DICE: 6, 9, or 12
% IN LAIR: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8 + 2 hp/HD
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
ALIGNMENT: Neutral (chaotic)
SIZE: L
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: VII/1,000 + 15 per hp

Mineral quasi-elementals are normally only encountered deep beneath the earth, in veins of gold-bearing quartz and other untouched riches. Numerous dwarven nations have encountered these creatures in the wild, and the dwarves pay a healthy respect to their territorial claims. In the Plane of Minerals, mineral quasi-elementals are more common, which further increases the peril of that realm.

Mineral quasi-elementals appear in a variety of forms, always resembling some crystalline parody of Prime Material plane life. Gemlike paladins sit astride glittering mounts with lacey wings of mica next to huge beasts that look like carved, animated dragons with gemlike eyes. This mimicry is inexact and unexplained, as the creatures do not behave like the beings they mimic.

Mineral quasi-elementals have the ability to move through stone as do xorn. In addition, they have the ability to regenerate 2 hp damage per round as long as they are alive and in contact with solid, unloving matter (stone, earth, etc). Their most dangerous ability is to merge with other quasi-elementals of their type. Two mineral quasi-elementals may merge to form a single, larger quasi-elemental of double the hit dice. The merged creature can attack twice per round; each attack inflicts 2d8 hp damage, plus 1 hp damage per combined hit die. In addition, the merged quasi-elemental regenerates 4 hp damage per round. Multiple merges may occur; the only limit seems to be the number of quasi-elementals in the area. A reasonable maximum limit of 100 HD would be the greatest merged being ever encountered.

Mineral quasi-elementals are affected by heat, cold, fire, and water. They cannot be affected by attacks which affect solid objects, nor can they be petrified or paralyzed. They take double damage from acid attacks. Lightning inflicts normal damage but forces a merged mineral quasi-elemental to make a saving throw against spells or break down immediately into its component parts (damage inflicted on the merged creature is distributed equally among its parts).

Despite their glowing appearance, the bodies of mineral quasi-elementals have few gems or other valuable stones. However, their forms contain a rich variety of minerals that would be useful to sages and mages, so that a defeated mineral quasi-elemental could fetch a price of up to 200 gp per HD from a buyer.

Originally appeared in Dragon #125 ("Plane Speaking" by Jeff Grubb, Sep 1987)

The negative quasi-elemental planes are those which lie along the borders of the major elemental planes and the Negative Material plane. These regions are distinguished by the reduction and eventual absence of a particular elemental type. The plane of Ash is the reduction and elimination of Fire; the plane of Salt the removal of Water; the plane of Vacuum the eradication of Air; and the plane of Dust the destruction of solid Earth. The quasi-elementals of these planes reflect the nature of these planes. As is so for “true” elementals, quasi-elemental life is a sentient animation of the plane itself, as differentiated from creatures which are at home in these alien environments.

Negative Quasi-Elementals
Even more so than positive quasi-elementals, negative quasi-elementals are rarely found in the Prime Material plane, but appear with common frequency in their native quasi-elemental planes and are uncommon in other Inner planes. They may be able to survive the rigors of the nearby Negative Material plane, but this is as yet unproven. Each quasi-elemental may be of small, medium, or large size, depending on where it is found:

1d100 . Prime Material plane . . Inner plane
01-60 .
. . Small . . . . . . . . . . Large
61-90 .
. . Medium . . . . . . . . . Medium
91-00 . . . Large . . . . . . . .
. . Small

Statistics given in parentheses for the following creatures apply to conditions on their home planes. Otherwise, statistics apply to both Prime Material and quasi-elemental planes.

ASH QUASI-ELEMENTAL
FREQUENCY: Very rare (Common)
NO. APPEARING: 1 (l-6)
ARMOR CLASS: 3
MOVE: 12”
HIT DICE: 6, 9, or 12
% IN LAIR: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 + 1 hp/HD
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
ALIGNMENT: Neutral (chaotic)
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: VII/ 1,000 + 15 per hp

Ash quasi-elementals look like animated piles of burnt ash and charred cinders. They are malleable and capable of forming themselves into slate-gray replicas of men, centaurs, and other creatures. Ash quasi-elementals are found in the Prime Material plane only in regions where intense flame has passed and cooled, as in the lava flows of extinct volcanoes and in the debris left from large forest fires.

While not cold in themselves, Ash quasi-elementals suck up the heat from their surroundings, so that all within 30’ Suffer 1-6 hp damage from heat loss for each round. Creatures which are cold-based (though not those which are cold-blooded) are immune to this effect. In addition, the Ash quasi-elemental can narrow the focus of this draining effect to a cone 60’ Long and 30’ across at the base. Those within this area take 2-12 hp damage. In addition, the force of this inward blast can snuff out torches and small campfires.

Ash quasi-elementals are immune to cold-based magic, but heat in any form is dangerous to them. All fire-based spells inflict twice the normal damage, and if the temperature is raised above freezing, the Ash quasi-elemental must save vs. poison or explode, inflicting 1-4 hp/HD damage to all within 20’. In combat, Ash quasi-elementals can only be struck by + 1 or better weapons.

Ash quasi-elementals are very rare in the Prime Material plane, though they are reported to have been used by smiths forging magical weapons in order to cool the hot metal.

VACUUM QUASI-ELEMENTAL
FREQUENCY: Very rare (Common)
NO. APPEARING: 1 (l-6)
ARMOR CLASS: –1
MOVE: 36”
HIT DICE: 6, 9, or 12
% IN LAIR: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4 + 1 hp/HD
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
ALIGNMENT: Neutral (chaotic)
SIZE: S
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: VII/1,000 + 15 per hp

Vacuum quasi-elementals are the living embodiment of a nullity — the absence of elemental Air. They are invisible by nature, though if their presence is detected (by detect invisible, true sight, etc.), they appear as amorphous, three-dimensional “skins” of force (similar to an ochre jelly in zero-gee).

Vacuum quasi-elementals suck in any and all surrounding air, seeking to reduce any area of confinement to the the same level of airlessness as their native plane. In the Prime Material plane, the region within 60’ of a Vacuum quasi-elemental has the effects of a gust of wind spell blowing toward the quasi-elemental. A Vacuum quasi-elemental can reduce a 60’ × 60’ area to vacuum in a single round. Those within an area so vacated of air suffer the effects of being in the plane of Vacuum (no loss of pressure or temperature, only the absence of air itself). In addition, those caught within this range who require air for survival suffer 1-4 hp damage per round in addition to any attacks made by the creature.

In regions of abundant air (such as the Prime Material plane), Vacuum quasi-elementals can cause their air-removal effects for 10 rounds at most, after which they cannot do so again for one hour. When overwhelmed by air, these quasi-elementals become spherical in shape, and their armor class increases to AC –4. They may still attack normally (ramming a target with their forcelike bodies), but cannot use their special attack.

Air-using spells can destroy a Vacuum quasi-elemental only if the level of the caster (or hit dice of the monster) is greater than that of the Vacuum quasi-elemental. If attacked in such a fashion, the Vacuum quasi-elemental is allowed a saving throw vs. death magic; if this succeeds, it is unharmed by the attack. If the saving throw fails, the Vacuum quasi-elemental is destroyed. A gust of wind cast by a lst-level magic-user has no effect on a 6-HD Vacuum quasi-elemental, but a 7-HD djinn could destroy it. Vacuum quasi-elementals are subject to magical attacks, but require + 1 or better magical weapons to be damaged.

Nature may abhor a vacuum, but magic-users find these airless creatures useful as both protectors and laboratory aides (they may provide an environment without dust by removing the air that keeps the dust suspended). As such, they are valued when encountered on the Prime Material planes. This rarely occurs, as most which survive are those locked in some airtight compartment which they have drained of air, or (it is rumored) in the spaces between the planets and stars.

DUST QUASI-ELEMENTAL
FREQUENCY: Very rare (Common)
NO. APPEARING: 1-3 (1-8)
ARMOR CLASS: –1
MOVE: 12”
HIT DICE: 6, 9, or 12
% IN LAIR: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 + 1 hp/HD
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
ALIGNMENT: Neutral (chaotic)
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: VII/ 1,000 + 15 per hp

Dust quasi-elementals are the living embodiment of disintegration, the breaking down of all solid matter. They are rarely found in the Prime Material plane, and then only in desertlike regions where the winds have pulverized most of the earth to sand.

Dust quasi-elementals appear as billowing clouds of dust, dominated by brighter motes which are collected into the “eyes” of the creature. The quasi-elemental can inflict damage in normal combat, but also can engulf an opponent on a roll of 19 or better on 1d20 (regardless of magical protections of the target). An engulfed creature suffers the effects of the plane of Dust: the loss of 2-12 hp per round from the atomic bonding of the body being broken down and driven apart. If the attack takes place on the plane of Dust, the effects are doubled. The engulfed creature can only escape by killing the Dust quasi-elemental, though the quasi-elemental takes the brunt of all outside attacks, like living armor which kills its wearer.

In addition, a Dust quasi-elemental can blow parts of its body up to 40’ away, creating a blinding sandstorm. Those which may be affected by the storm must save vs. wands or be blinded for 1-10 rounds, and take 1-2 hp damage per hit die of the creature.

One of the most dangerous of the negative quasi-elementals, the Dust quasi-elemental may be affected by normal weapons and magic. An individual engulfed by an elemental may inflict 2-12 hp damage merely by his struggles each round.

Dust quasi-elementals are considered quite dangerous, and, unlike the other quasi-elementals, tend to be avoided and not captured or magically enslaved. One reason for this is that, unlike other quasi-elementals and elementals, these creatures attempt to seek out the ones who have enslaved them and slay them.

SALT QUASI-ELEMENTAL
FREQUENCY: Very rare (Common)
NO. APPEARING: 1-2 (1-6)
ARMOR CLASS: 1
MOVE: 3”
HIT DICE: 6, 9, or 12
% IN LAIR: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8 + 1 hp/HD
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
ALIGNMENT: Neutral (chaotic)
SIZE: L
PSIONIC ABILITY: Nil
Level/X.P. Value: VII/ 1,000 + 15 per hp

Salt quasi-elementals appear in a variety of forms, but their most common form is that of a long, huge, white lizard, like a wingless, rime-encrusted white dragon. They are found only rarely on the Prime Material plane, and then only in places of extreme dryness, like the floor of an evaporated lake or the salt flats bordering a dead sea.

Salt quasi-elementals absorb all available moisture in an area 80’ in radius around the creature. This inflicts 2-12 hp damage per round to all creatures which are made primarily of water (including most creatures of the elemental plane of Water, as well as humans and similar animal life).

It is possible to overload the amount of water a Salt quasi-elemental can take in. Full immersion in water (dumping it into a large lake) causes the creature to save vs. death magic or explode. Such an explosion causes all within 30’ to suffer an attack equal to the level of the monster’s hit dice. Those struck in this attack take 1-8 hp damage from shards of salt. Water-based magics have a similar effect only if the magic-user or cleric casting the spell is of higher level than the total hit dice of the quasi-elemental. When this is not the case, or when small amounts of water (such as natural rain or fog) are present, the effects are merely absorbed by the creature.

Salt quasi-elementals are unaffected by fire spells and weapons of less than +1 magical enchantment. These creatures are often prized by researchers, who use them to reduce the effects of water damage in underground libraries.

Originally appeared in Dragon #128 ("Plane Speaking" by Jeff Grubb", 1987)
 
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Cleon

Legend
So, which order to you want to work with? Lightning first, or ash first?

My original plan was to follow the alphabetical Planescape MC version (Negative Quasis from Ash to Vacuum, then Positive Quasis from Lightning to Radiance), but if you'd rather follow the 1E order I don't mind.

I think it's important to agree on the type(s) and Hit Dice before we start the conversion.

My prefererence is:
I'm tempted to give them different and sometimes conflicting subtypes to reflect their peculiar nature, like so:

Ash - Cold & Fire (since it's immune to high & low heats)
Dust - Air & Earth (since it has a whirlwind attack)
Salt - Water
Vacuum - no elemental subtype (it's literally elemental nothingness)

Lightning - Air
Mineral - Earth
Radiance - no elemental subtype (since it's a "Light elemental")
Steam - Cold, Fire & Water (it can be superhot or supercold vapour)
The Quasi-Elementals have fewer HD than regular elementals, and I'd like to keep that for the upgrade.

I am thinking:

Small 1 HD
Medium 3 HD
Large 6 HD
Huge 12 HD
Greater 18 HD
Elder 24 HD
Monolith 36 HD

However, I'd also like to keep the Challenge Ratings the same as regular elementals so the summon spells match up. I am thinking if we give them nicer special abilities we can justify them having the same CR but lower HD.
 

freyar

Extradimensional Explorer
Ash it is to start. I think I missed your original comment on ordering in the midst of all that text.

I can also agree with the reduced HD and strong SAs. The ash, for example, has a pretty nice cold aura.

I don't agree with the subtypes you've listed necessarily, though. Since we're starting with the ash quasi, let's just talk about that one. I think they should have the cold subtype, as they have that cold aura, which they can change into a cone, and cold damage added to melee attacks. But they're specifically listed as vulnerable to fire (in both versions), so I don't think they should have the fire subtype.
 

Cleon

Legend
Ash it is to start. I think I missed your original comment on ordering in the midst of all that text.

I can also agree with the reduced HD and strong SAs. The ash, for example, has a pretty nice cold aura.

I don't agree with the subtypes you've listed necessarily, though. Since we're starting with the ash quasi, let's just talk about that one. I think they should have the cold subtype, as they have that cold aura, which they can change into a cone, and cold damage added to melee attacks. But they're specifically listed as vulnerable to fire (in both versions), so I don't think they should have the fire subtype.

The proposed subtypes were just one set of options, I thought it best to sort them out in advance.

Dang it, I got hung up on their connection to the Elemental Plane of Fire and forgot about them taking extra damage from fire attacks in the original stats. I suspect I was thrown off by the Ash Elemental in The Slayer's Guide To Elementals, which has immunity to fire - that makes much better sense to me!

That does throw a spanner into my beautifully symmetrical scheme. :p

It does seem a bit silly. Heating up ash doesn't destroy it - you just get hot ashes! My scheme made a lot more sense. :mad:

Looks like I'll have to do another Cleon Special!™ :lol:

Although, funnily enough, I did spend a lot of time wondering about cutting the Water type from the Salt Elemental, because of their vulnerability to Water, which is caused by a similar "eating too much of what feeds them" harming to the Quasi-Elemental. However I decided to leave them with the Water subtype since it provides no special protection to water (apart from being able to breathe underwater). It does mean we'd need to give them a Swim speed, if we follow the RAW on the Water subtype.

So, what about the Salt? Do we leave it Water?

Anyhow, if we cut the Fire from the Ash in the proposal we're left with:

Negative Quasi-Elementals
Ash- Cold
Dust - Air & Earth
Salt - Water [?]
Vacuum - no elemental subtype

Positive Quasi-Elementals
Lightning - Air
Mineral - Earth
Radiance - no elemental subtype
Steam - Cold, Fire & Water
 
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