Converting Planescape monsters

freyar

Extradimensional Explorer
Well, I'd rather deal with these one at a time, but, to answer your question, I'd rather the salt quasi have the Earth subtype than Water. They certainly shouldn't have a swim speed, given that they blow up if immersed.
 

log in or register to remove this ad

Cleon

Legend
Well, I'd rather deal with these one at a time, but, to answer your question, I'd rather the salt quasi have the Earth subtype than Water. They certainly shouldn't have a swim speed, given that they blow up if immersed.

But they have no association with the Elemental Plane of Earth in either of their AD&D originals.

They only "blow up" in water.

I suspect they'd be fine in other liquids, or in water that's saturated with salt (i.e. the Dead Sea).
 

freyar

Extradimensional Explorer
Well, I probably wouldn't give the salts any subtype in that case.

In fact, ash, dust, salt, and vacuum are supposed to be quasiplanes at the border between the negative energy plane and fire, earth, water, and air respectively the way I read the above descriptions. And the quasielementals are all vulnerable in some way to the associated element, as if they are the reverse of that element. So I think we should probably leave subtypes off all of them (or the negative ones anyway).

Ready for the ash or do you still want to talk subtypes?
 

Cleon

Legend
Well, I probably wouldn't give the salts any subtype in that case.

In fact, ash, dust, salt, and vacuum are supposed to be quasiplanes at the border between the negative energy plane and fire, earth, water, and air respectively the way I read the above descriptions. And the quasielementals are all vulnerable in some way to the associated element, as if they are the reverse of that element. So I think we should probably leave subtypes off all of them (or the negative ones anyway).

Ready for the ash or do you still want to talk subtypes?

I'm not done subtype talking.

So, you don't want Cold for the Ash Quasi-Elemental then?

What about the Positive Quasis?
 

freyar

Extradimensional Explorer
The problem with giving the ash quasi the cold subtype is that it comes from the "boundary" of the plane of fire. That seems a tad contradictory. I suppose we could do "opposite" subtypes for the negative quasis: ash=cold, dust=air, salt=earth or fire? (they are immune to fire), vacuum=???. But the problem with that is the vacuum quasi (and salt, to a lesser extent). So I think I'd rather leave off subtypes.

The positives are a little more straightforward. We could do lightning=air, radiance=???, steam=water, mineral=earth. But the radiance quasi doesn't fit well with anything. For consistency with the negative ones, I think I'd leave the subtypes off.
 

Cleon

Legend
The problem with giving the ash quasi the cold subtype is that it comes from the "boundary" of the plane of fire. That seems a tad contradictory. I suppose we could do "opposite" subtypes for the negative quasis: ash=cold, dust=air, salt=earth or fire? (they are immune to fire), vacuum=???. But the problem with that is the vacuum quasi (and salt, to a lesser extent). So I think I'd rather leave off subtypes.

The positives are a little more straightforward. We could do lightning=air, radiance=???, steam=water, mineral=earth. But the radiance quasi doesn't fit well with anything. For consistency with the negative ones, I think I'd leave the subtypes off.

Well I guess the question we should be asking ourselves is do Fire Domain clerics have the ability to turn/rebuke Ash or Radiance Quasielementals?

If not, we oughtn't to give them subtypes.

Hmm...

Let's drop the subtypes for the CC version for the time being (leaving them for the Glorious Cleon Specials™...).

Were my proposed Hit Dice's OK for the various sizes?

If so, I think we've got enough to start on a Working Draft.

What Str, Dex and damage shall we go for? They seem a bit more substantial and a bit less agile than a Fire Elemental.
 

freyar

Extradimensional Explorer
Yes, I agree with the proposed HD. That works out fine.

What if we go with water elemental's physical ability progression? That's between fire and earth, which seems reasonable for an ash elemental.
 

Cleon

Legend
Yes, I agree with the proposed HD. That works out fine.

What if we go with water elemental's physical ability progression? That's between fire and earth, which seems reasonable for an ash elemental.

Yeah, I was toying with the idea of using Water Elemental stats too.

I guess that's enough to begin a Working Draft.

I don't have time at the moment to type up all the stats, but I'll start a "blank page" Working Draft.
 

Cleon

Legend
Ash Quasi-Elemental Working Draft

Quasi-Elemental, Negative, Ash

Ash Quasi-Elemental, Small
Small Elemental (Extraplanar)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15
Base Attack/Grapple: +0/–3
Attack: Slam +2 melee (1d3+1 plus 1d4 cold)
Full Attack: Slam +2 melee (1d3+1 plus 1d4 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Chilling aura, chilling blast, death throes
Special Qualities: Darkvision 60 ft., elemental traits, immunity to cold, negative adaptation, vulnerability to fire
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 12, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +2
Feats: Power Attack
Environment: Quasi-Elemental Plane of Ash (see text)
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 2 HD (Small)
Level Adjustment:

Ash Quasi-Elemental, Medium
Medium Elemental (Extraplanar)
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +2/+4
Attack: Slam +4 melee (1d4+3 plus 1d6 cold)
Full Attack: Slam +4 melee (1d4+3 plus 1d6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Chilling aura, chilling blast, death throes
Special Qualities: Darkvision 60 ft., elemental traits, immunity to cold, negative adaptation, vulnerability to fire
Saves: Fort +6, Ref +2, Will +1
Abilities: Str 15, Dex 12, Con 16, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +3
Feats: Cleave, Power Attack
Environment: Quasi-Elemental Plane of Ash (see text)
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 4–5 HD (Medium)
Level Adjustment:

Ash Quasi-Elemental, Large
Large Elemental (Extraplanar)
Hit Dice: 6d8+24 (51 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +4/+12
Attack: Slam +7 melee (1d10+4 plus 2d6 cold)
Full Attack: 2 slams +7 melee (1d10+4 plus 2d6 cold)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chilling aura, chilling blast, death throes
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to cold, negative adaptation, vulnerability to fire
Saves: Fort +9, Ref +4, Will +2
Abilities: Str 19, Dex 14, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +4, Spot +5
Feats: Cleave, Combat Reflexes, Power Attack
Environment: Quasi-Elemental Plane of Ash (see text)
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 7–11 HD (Large)
Level Adjustment:

Ash Quasi-Elemental, Huge
Huge Elemental (Extraplanar)
Hit Dice: 12d8+60 (114 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 19 (–2 size, +4 Dex, +7 natural), touch 12, flat-footed 15
Base Attack/Grapple: +9/+23
Attack: Slam +13 melee (2d6+6 plus 2d8 cold)
Full Attack: 2 slams +13 melee (2d6+6 plus 2d8 cold)
Space/Reach: 15 ft./15 ft.
Special Attacks: Chilling aura, chilling blast, death throes
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to cold, negative adaptation, vulnerability to fire
Saves: Fort +13, Ref +8, Will +6
Abilities: Str 23, Dex 18, Con 20, Int 6, Wis 11, Cha 11
Skills: Listen +9, Spot +10
Feats: Alertness, Cleave, Combat Reflexes, Iron Will, Power Attack
Environment: Quasi-Elemental Plane of Ash (see text)
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 13–17 HD (Huge)
Level Adjustment:

Ash Quasi-Elemental, Greater
Huge Elemental (Extraplanar)
Hit Dice: 18d8+90 (171 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 20 (–2 size, +5 Dex, +7 natural), touch 13, flat-footed 15
Base Attack/Grapple: +13/+28
Attack: Slam +19 melee (2d6+7 plus 2d8 cold)
Full Attack: 2 slams +19 melee (2d6+7 plus 2d8 cold)
Space/Reach: 15 ft./15 ft.
Special Attacks: Chilling aura, chilling blast, death throes
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to cold, negative adaptation, vulnerability to fire
Saves: Fort +16, Ref +13, Will +8
Abilities: Str 25, Dex 20, Con 20, Int 8, Wis 11, Cha 11
Skills: Listen +12, Spot +13
Feats: Alertness, Cleave, Combat Reflexes, Lightning Reflexes, Iron Will, Power Attack, Weapon Focus (slam)
Environment: Quasi-Elemental Plane of Ash (see text)
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 19–23 HD (Huge)
Level Adjustment:

Ash Quasi-Elemental, Elder
Huge Elemental (Extraplanar)
Hit Dice: 24d8+120 (228 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 21 (–2 size, +6 Dex, +7 natural), touch 14, flat-footed 15
Base Attack/Grapple: +18/+34
Attack: Slam +25 melee (2d6+8 plus 2d8 cold)
Full Attack: 2 slams +25 melee (2d6+8 plus 2d8 cold)
Space/Reach: 15 ft./15 ft.
Special Attacks: Chilling aura, chilling blast, death throes
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to cold, negative adaptation, vulnerability to fire
Saves: Fort +19, Ref +16, Will +10
Abilities: Str 27, Dex 22, Con 20, Int 10, Wis 11, Cha 11
Skills: Listen +15, Spot +16
Feats: Alertness, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Environment: Quasi-Elemental Plane of Ash (see text)
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 25–48 HD (Huge)
Level Adjustment:

Ash Quasi-Elemental, Monolith
Gargantuan Elemental (Extraplanar)
Hit Dice: 36d8+255 (417 hp)
Initiative: +10
Speed: 40 ft. (8 squares)
Armor Class: 25 (–4 size, +6 Dex, +13 natural), touch 12, flat-footed 19
Base Attack/Grapple: +27/+52
Attack: Slam +37 melee (4d8+13/19–20 plus 4d6 cold)
Full Attack: 2 slams +37 melee (4d8+13/19–20 plus 4d6 cold)
Space/Reach: 20 ft./20 ft.
Special Attacks: Chilling aura, chilling blast, death throes
Special Qualities: Damage reduction 15/—, darkvision 60 ft., elemental traits, immunity to cold, negative adaptation, vulnerability to fire
Saves: Fort +27, Ref +20, Will +16
Abilities: Str 37, Dex 22, Con 24, Int 12, Wis 15, Cha 17
Skills: Listen +23, Spot +24
Feats: Alertness, Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Improved Natural Attack (slam), Improved Bull Rush, Iron Will, Lightning Reflexes, Power Attack, Snatch, Weapon Focus (slam)
Environment: Quasi-Elemental Plane of Ash (see text)
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually neutral
Advancement: 37–54 HD (Gargantuan)
Level Adjustment:

A roiling shape of grey ash flows before you, forming itself from moment to moment into crude imitations of a humanoid figure, a coiling dragon, and less easily identifiable shapes, then collapsing into a pile of cinders.

Ash quasi-elementals inhabit the Quasi-Elemental Plane of Ash, which is formed from the junction of the Negative Energy Plane and the Elemental Plane of Fire. They feed off heat, so are attracted to anything warm, but are also vulnerable to fire and risk destruction if they encounter anything too hot for them to handle.

It is said that the most powerful, intelligent ash quasi-elementals meet in council in a cinder-fortress called the Citadel of Former Flame, where they plot elaborate schemes to indirectly slay fire elemental creatures, with the eventual aim of reducing the Fire plane to cold ashes.

An ash quasi-elemental has the same height and weight as a water elemental of the same size.

COMBAT
This monster rarely initiates combat, trusting their chilling aura to protect them. If threatened, they focus chilling blasts on their opponents or close to make slam attacks.

Chilling Aura (Su): An ash quasi-elemental radiates an aura of cold energy that does cold damage every round to all targets within range. This aura extinguishes mundane fires up to the size category indicated in the table below. For further information on fire sizes, see the control flames psionic power.

Size of Ash
Quasi-Elemental
Aura
Radius
Cold
Damage
Maximum size
of extinguished fire
Small5 ft.1d3Fine fire (e.g. tindertwig)
Medium10 ft.1d4Diminutive fire (e.g. torch)
Large20 ft.1d6Tiny fire (e.g. small campfire)
Huge30 ft.1d8Small fire (e.g. large campfire)
Greater30 ft.1d10Small fire (e.g. large campfire)
Elder30 ft.1d12Medium fire (e.g. forge)
Monolith40 ft.2d6Large fire (e.g. bonfire)
Chilling Blast (Su): The ash quasi-elemental can create a cone-shaped blast of cold energy as a standard action, which damages all targets in the area of effect (Reflex save for half damage). This blast extinguishes mundane fires extinguishes mundane fires up to the size category indicated in the table below. For further information on fire sizes, see the control flames psionic power. The save DC is Constitution-based.

Size of Ash
Quasi-Elemental
Cone
Range
Cold
Damage
Reflex
Save
Maximum size
of extinguished fire
Small10 ft.1d6DC 12Diminutive fire (e.g. torch)
Medium20 ft.1d8DC 14Tiny fire (e.g. small campfire)
Large40 ft.2d6DC 17Small fire (e.g. large campfire)
Huge60 ft.2d8DC 21Medium fire (e.g. forge)
Greater60 ft.3d6DC 24Medium fire (e.g. forge)
Elder60 ft.3d8DC 27Large fire (e.g. bonfire)
Monolith80 ft.4d6DC 35Huge fire (e.g. burning shack)
Death Throes (Su): When an ash quasi-elemental dies in above-freezing temperatures (which always occurs if it is slain by fire damage), it explodes in a burst of cold damage as detailed in the table below. A successful Reflex save halves the damage.

Size of Ash
Quasi-Elemental
Radius
of Burst
Cold
Damage
Reflex
Save
Small5 ft.2d6DC 12
Medium10 ft.2d8DC 14
Large20 ft.4d6DC 17
Huge30 ft.4d8DC 21
Greater30 ft.6d6DC 24
Elder30 ft.6d8DC 27
Monolith40 ft.8d6DC 35
Negative Adaptation (Ex): Ash quasi-elementals do not lose hit points or need to make Fortitude saves due to being in a negative-dominant environment.

The Ash Quasielemental first appeared in Dragon #128 (1987).
 
Last edited:


Remove ads

Top