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)