Converting Planescape monsters

Cleon

Legend
Dust Quasi-Elemental Working Draft

Quasi-Elemental, Negative, Dust

Dust Quasi-Elemental, Small
Small Elemental (Extraplanar)
Hit Dice: 1d8 (4 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 size, +1 Dex, +7 natural), touch 12, flat-footed 18
Base Attack/Grapple: +0/–3
Attack: Slam +3 melee (1d6+1)
Full Attack: Slam +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Distraction, dust storm, engulf
Special Qualities: Darkvision 60 ft., elemental traits, negative adaptation
Saves: Fort +0, Ref +3, Will +0
Abilities: Str 13, Dex 12, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +2
Feats: Improved Initiative (B), Weapon Finesse (B), Weapon Focus (slam)
Environment: Quasi-Elemental Plane of Dust (see text)
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 2 HD (Small)
Level Adjustment:

Dust Quasi-Elemental, Medium
Medium Elemental (Extraplanar)
Hit Dice: 3d8+6 (19 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
Base Attack/Grapple: +2/+4
Attack: Slam +6 melee (1d8+3)
Full Attack: Slam +6 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Distraction, dust storm, engulf
Special Qualities: Darkvision 60 ft., elemental traits, negative adaptation
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 15, Dex 16, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +3
Feats: Improved Initiative (B), Power Attack, Weapon Finesse (B), Weapon Focus (slam)
Environment: Quasi-Elemental Plane of Dust (see text)
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 4–5 HD (Medium)
Level Adjustment:

Dust Quasi-Elemental, Large
Large Elemental (Extraplanar)
Hit Dice: 6d8+18 (45 hp)
Initiative: +9
Speed: 30 ft. (6 squares)
Armor Class: 22 (-1 size, +5 Dex, +8 natural), touch 14, flat-footed 17
Base Attack/Grapple: +4/+11
Attack: Slam +9 melee (2d8+4)
Full Attack: 2 slams +9 melee (2d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Distraction, dust storm, engulf
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, negative adaptation
Saves: Fort +5, Ref +10, Will +2
Abilities: Str 17, Dex 20, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +4, Spot +5
Feats: Combat Reflexes, Improved Initiative (B), Power Attack, Weapon Finesse (B), Weapon Focus (slam)
Environment: Quasi-Elemental Plane of Dust (see text)
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 7–11 HD (Large)
Level Adjustment:

Dust Quasi-Elemental, Huge
Huge Elemental (Extraplanar)
Hit Dice: 12d8+48 (102 hp)
Initiative: +11
Speed: 40 ft. (8 squares)
Armor Class: 23 (-2 size, +7 Dex, +8 natural), touch 15, flat-footed 16
Base Attack/Grapple: +9/+22
Attack: Slam +15 melee (2d10+5)
Full Attack: 2 slams +15 melee (2d10+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Distraction, dust storm, engulf
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, negative adaptation
Saves: Fort +8, Ref +15, Will +6
Abilities: Str 21, Dex 24, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +7, Spot +8
Feats: Combat Reflexes, Cleave, Improved Initiative (B), Iron Will, Power Attack, Weapon Finesse (B), Weapon Focus (slam)
Environment: Quasi-Elemental Plane of Dust (see text)
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 13–17 HD (Huge)
Level Adjustment:

Dust Quasi-Elemental, Greater
Huge Elemental (Extraplanar)
Hit Dice: 18d8+72 (153 hp)
Initiative: +12
Speed: 40 ft. (8 squares)
Armor Class: 28 (-2 size, +8 Dex, +12 natural), touch 16, flat-footed 20
Base Attack/Grapple: +13/+27
Attack: Slam +20 melee (2d10+6)
Full Attack: 2 slams +20 melee (2d10+6)
Space/Reach: 15 ft./15 ft.
Special Attacks: Distraction, dust storm, engulf
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, negative adaptation
Saves: Fort +10, Ref +19, Will +8
Abilities: Str 23, Dex 26, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +12, Spot +13
Feats: Alertness, Combat Reflexes, Cleave, Improved Bull Rush, Improved Initiative (B), Iron Will, Power Attack, Weapon Finesse (B), Weapon Focus (slam)
Environment: Quasi-Elemental Plane of Dust (see text)
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 19–23 HD (Huge)
Level Adjustment:

Dust Quasi-Elemental, Elder
Huge Elemental (Extraplanar)
Hit Dice: 24d8+96 (204 hp)
Initiative: +13
Speed: 40 ft. (8 squares)
Armor Class: 29 (-2 size, +9 Dex, +12 natural), touch 17, flat-footed 20
Base Attack/Grapple: +18/+33
Attack: Slam +26 melee (2d10+7/19-20)
Full Attack: 2 slams +26 melee (2d10+7/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Distraction, dust storm, engulf
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to cold, negative adaptation, vulnerability to fire
]Saves: Fort +12, Ref +23, Will +10
Abilities: Str 25, Dex 28, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +15, Spot +16
Feats: Alertness, Awesome Blow, Combat Reflexes, Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative (B), Iron Will, Power Attack, Weapon Finesse (B), Weapon Focus (slam)
Environment: Quasi-Elemental Plane of Dust (see text)
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 25–48 HD (Huge)
Level Adjustment:

Dust Quasi-Elemental, Monolith
Gargantuan Elemental (Extraplanar)
Hit Dice: 36d8+216 (378 hp)
Initiative: +13
Speed: 40 ft. (8 squares)
Armor Class: 33 (–4 size, +9 Dex, +18 natural), touch 15, flat-footed 24
Base Attack/Grapple: +27/+51
Attack: Slam +35 melee (4d8+12/19-20)
Full Attack: 2 slams +35 melee (4d8+12/19-20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Distraction, dust storm, engulf
Special Qualities: Damage reduction 15/—, darkvision 60 ft., elemental traits, immunity to cold, negative adaptation, vulnerability to fire
Saves: Fort +18, Ref +29, Will +14
Abilities: Str 35, Dex 28, Con 22, Int 12, Wis 15, Cha 17
Skills: Listen +23, Spot +24
Feats: Alertness, Awesome Blow, Combat Reflexes, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Natural Attack, Improved Sunder, Iron Will, Power Attack, Weapon Finesse (B), Weapon Focus (slam)
Environment: Quasi-Elemental Plane of Dust (see text)
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually neutral
Advancement: 37–54 HD (Gargantuan)
Level Adjustment:

A billowing cloud of dust, with eyelike hollows that swirl with glittering motes.

Dust quasi-elementals inhabit the Quasi-Elemental Plane of Dust, which is formed from the junction of the Negative Energy Plane and the Elemental Plane of Earth. Dust quasi-elementals are living embodiments of destruction, who revel in the pulverization of solid objects, especially manufactured items. These quasi-elementals are dangerous and vengeful. They will try to destroy anyone that crosses them, but are no more evil than a tornado or mudslide. New dust quasi-elementals occasionally spawn when a great mass of material is disintegrated on the Plane of Dust.

On their native plane, dust quasi-elementals wander around without any organization or plan beyond disintegrating anything they come across. They occassionally cluster into leaderless mobs and wreak great destruction. Dust quasi-elementals are content to destroy matter whereever they happen to be. They have no interest in leaving their native plane, but if forced to do so they are just as uninterested in returning. Spellcasters tend to avoid summoning dust quasi-elementals, because the vengeful creatures attempt to seek out and pulverize anyone who attempts to capture or enslave them.

A dust quasi-elemental has the same height and one-tenth the weight of a water elemental of the same size.

COMBAT
Dust quasi-elementals tend to enter combat in dust storm form, blinding and damaging as many opponents as possibly. If the dust storm proves ineffective or cannot be maintained, these quasi-elementals switch to slam and engulf attacks, targeting the most dangerous opponents first in the hopes of disintegrating them.

Distraction (Ex): Any creature that begins its turn engulfed by a dust quasi-elemental must succeed at a Fortitude save or become nauseated for 1 round (see the Engulf table for the DC). The save DC is Constitution-based.

Dust Storm (Su): A dust quasi-elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move along a surface or fly (perfect maneuverability) at its land speed.

The dust storm can be up to 30 feet tall and up to 80 feet in diameter, depending on the elemental's size. The dust quasi-elemental controls the exact dimensions, but it must be at least 10 feet tall and 10 feet in diameter.

The elemental's movement while in dust storm form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Any creature or object that makes contact with the dust storm must succeed at a Reflex save or be blinded for the duration listed in the table below. It must also succeed on a Fortitude save or take the indicated damage. The save DCs are Constitution-based.

The dust storm creates a swirling cloud of debris centered on the elemental. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Creatures caught in the dust storm can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the dust storm take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have as many creatures inside the dust storm as will fit inside its volume.

Dust Quasi-Elemental Dust Storm Table

Elemental
Dust Blindness
Duration (Ref DC)
Dust Damage
(Fort DC)
Dust Cloud
Diameter
Small1d4 rounds (10)1d6 (10)10-20 ft.
Medium1d6 rounds (13)2d4 (13)10-30 ft.
Large1d8 rounds (16)3d4 (16)10-40 ft.
Huge1d10 rounds (20)4d4 (20)10-50 ft.
Greater1d10 rounds (23)4d4 (23)10-60 ft.
Elder1d10 rounds (26)4d4 (26)10-60 ft.
Monolith1d12 rounds (34)6d4 (34)10-80 ft.
Engulf (Ex): If a dust quasi-elemental hits an opponent its own size or smaller with its slam attack, the opponent must succeed on a Reflex save or be engulfed in the quasi-elemental's body The DC to save against the engulf effect varies with the quasi-elemental's size and is
Strength-based (see table below). The engulfed creature is considered grappled and trapped within the quasi-elemental's body. A dust quasi-elemental can engulf as many creatures as will fit inside its space.

Objects and creatures engulfed by the quasi-elemental take damage at the end of each round they remain engulfed (see table). Any target reduced to -10 or fewer hit points by this damage is entirely disintegrated, leaving behind only a trace of fine dust.

Dust Quasi-Elemental Engulf Table

Size
Engulf
DC
Distraction
DC
Disintegration Damage
Small11101d6
Medium13131d8
Large16162d6
Huge21202d8
Greater25233d6
Elder29263d8
Monolith40344d6
Negative Adaptation (Ex): Dust quasi-elementals do not lose hit points or need to make Fortitude saves due to being in a negative-dominant environment.

Originally appeared in Dragon #128 (1987)
 
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freyar

Extradimensional Explorer
That's a whole lot of red!

What I mean is, let's take a look at it with the stats of a fire elemental and see if the flavor, SAs, and SQs would work better with slightly adjusted ones. For example, I'd agree with decreasing Dex by 2 and increasing NA by 1.
 

Cleon

Legend
That's a whole lot of red!

I was very angry when I posted it. :rant: ;)

What I mean is, let's take a look at it with the stats of a fire elemental and see if the flavor, SAs, and SQs would work better with slightly adjusted ones. For example, I'd agree with decreasing Dex by 2 and increasing NA by 1.

Well, an Dust Quasi-Elemental's AC is 3 points better than a Fire Elemental in AD&D.

That's quite a difference, so I'd be more inclined to either keep the Dex the same or increase it by +2 and give it another +3 or +4 to NA.
 

freyar

Extradimensional Explorer
Hmmm. I can't see dust having more Dex than fire, so let's keep Dex the same and increase NA by +3. I might also increase Str or Con by +2 compared to fire.
 

Cleon

Legend
Hmmm. I can't see dust having more Dex than fire, so let's keep Dex the same and increase NA by +3. I might also increase Str or Con by +2 compared to fire.

I'd also be OK giving it -2 Dex and another point of NA to account for the higher AC.

They are a "negative version" of Earth Elementals, after all, which are the core elementals with the highest natural armour.
 




Cleon

Legend
How about Str +2?

We're still using a Fire Elemental as the "base creature" right.

So just to be clear, the current proposal is taking a standard Fire Elemental:

Small: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11; AC 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14
Medium: Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11; AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Large: Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11; AC 18 (-1 size, +5 Dex, +4 natural), touch 14, flat-footed 13
Huge: Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11; AC 19 (-2 size, +6 Dex, +4 natural), touch 15, flat-footed 12
Greater: Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11; AC 24 (-2 size, +8 Dex, +7 natural), touch 16, flat-footed 16
Elder: Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11; AC 25 (-2 size, +9 Dex, +8 natural), touch 17, flat-footed 16
Monolith: Str 32, Dex 29, Con 22, Int 12, Wis 15, Cha 17; AC 29 (–4 size, +9 Dex, +14 natural), touch 15, flat-footed 20

And applying +2 Str, -2 Dex, +4 NA:

Small: Str 12, Dex 11, Con 10, Int 4, Wis 11, Cha 11; AC 18 (+1 size, +0 Dex, +7 natural), touch 11, flat-footed 18
Medium: Str 14, Dex 15, Con 14, Int 4, Wis 11, Cha 11; AC 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Large: Str 16, Dex 19, Con 16, Int 6, Wis 11, Cha 11; AC 21 (-1 size, +4 Dex, +8 natural), touch 13, flat-footed 17
Huge: Str 20, Dex 23, Con 18, Int 6, Wis 11, Cha 11; AC 22 (-2 size, +6 Dex, +8 natural), touch 14, flat-footed 16
Greater: Str 22, Dex 25, Con 18, Int 6, Wis 11, Cha 11; AC 27 (-2 size, +7 Dex, +12 natural), touch 15, flat-footed 20
Elder: Str 24, Dex 27, Con 18, Int 6, Wis 11, Cha 11; AC 28 (-2 size, +8 Dex, +12 natural), touch 16, flat-footed 20
Monolith: Str 34, Dex 27, Con 22, Int 12, Wis 15, Cha 17; AC 32 (–4 size, +8 Dex, +18 natural), touch 14, flat-footed 24

That looks fine to me. Shall I update the working draft?
 


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