Converting Planescape monsters

Cleon

Legend
Well, ok, I went and looked back at a couple of the other quasis. The vacuum originally had 1d4+1, and we gave it a progression 1d4, 1d6, 2d6, 2d8, 2d8, 2d8, 4d8 + Str. Salts originally had 1d8+1, and we gave them 1d6, 1d8, 2d8, 2d10, 2d10, 2d10, 2d10, 6d8 + 1-1/2 Str or Str. Seems like we should go in between, though that's a bit tough at the lower end. How do you want to try to squeeze in there?

Why not use the Ash in this comparison? It's the only conversion so far that does energy damage.

That one does d3+1d4 cold, 1d4+1d6 cold, 1d10+2d6 cold, 2d6+2d8 cold, 4d8+4d6 cold plus Str or 1-1/2 Str.

That might work, except with electricity instead of cold.
 

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freyar

Extradimensional Explorer
Umm, just because I was too lazy to go look back that far. :blush: And the Ash has the same original damage. So, yes, let's stick with that same progression!
 


Cleon

Legend
Lightning Quasi-Elemental Working Draft

Quasi-Elemental, Positive, Lightning

Lightning Quasi-Elemental, Small
Small Elemental (Extraplanar)
Hit Dice: 1d8 (4 hp)
Initiative: +7
Speed: Fly 60 ft. (perfect)(20 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/–4
Attack: Slam +4 melee (1d3 plus 1d4 electricity)
Full Attack: Slam +4 melee (1d3 plus 1d4 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Arc, electricity, globes
Special Qualities: Darkvision 60 ft., elemental traits, immunity to electricity, positive adaptation, resistance to acid and fire 5, vulnerability to water
Saves: Fort +0, Ref +5, Will +0
Abilities: Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +2
Feats: Flyby Attack, Improved Initiativeᴮ, Weapon Finesseᴮ
Environment: Quasi-Elemental Plane of Lightning (see text)
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 2 HD (Small)
Level Adjustment:

Lightning Quasi-Elemental, Medium
Medium Elemental (Extraplanar)
Hit Dice: 3d8+6 (19 hp)
Initiative: +9
Speed: Fly 60 ft. (perfect)(20 squares)
Armor Class: 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Slam +7 melee (1d4+1 plus 1d6 electricity)
Full Attack: Slam +7 melee (1d4+1 plus 1d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Arc, electricity, globes
Special Qualities: Darkvision 60 ft., elemental traits, immunity to electricity, positive adaptation, resistance to acid and fire 5, vulnerability to water
Saves: Fort +2, Ref +8, Will +1
Abilities: Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +3
Feats: Dodge, Flyby Attack, Improved Initiativeᴮ, Weapon Finesseᴮ
Environment: Quasi-Elemental Plane of Lightning (see text)
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 4–5 HD (Medium)
Level Adjustment:

Lightning Quasi-Elemental, Large
Large Elemental (Extraplanar)
Hit Dice: 6d8+18 (45 hp)
Initiative: +11
Speed: Fly 60 ft. (perfect)(20 squares)
Armor Class: 20 (–1 size, +7 Dex, +4 natural), touch 16, flat-footed 13
Base Attack/Grapple: +4/+10
Attack: Slam +10 melee (1d10+2 plus 2d6 electricity)
Full Attack: 2 slams +10 melee (1d10+2 plus 2d6 electricity)
Space/Reach: 10 ft./10 ft.
Special Attacks: Arc, electricity, globes
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to electricity, positive adaptation, resistance to acid and fire 10, vulnerability to water
Saves: Fort +5, Ref +12, Will +2
Abilities: Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +4, Spot +5
Feats: Combat Reflexes, Dodge, Flyby Attack, Improved Initiativeᴮ, Weapon Finesseᴮ
Environment: Quasi-Elemental Plane of Lightning (see text)
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 7–11 HD (Large)
Level Adjustment:

Lightning Quasi-Elemental, Huge
Huge Elemental (Extraplanar)
Hit Dice: 12d8+48 (102 hp)
Initiative: +13
Speed: Fly 60 ft. (perfect)(20 squares)
Armor Class: 21 (–2 size, +9 Dex, +4 natural), touch 17, flat-footed 12
Base Attack/Grapple: +9/+21
Attack: Slam +16 melee (2d6+4 plus 2d8 electricity)
Full Attack: 2 slams +16 melee (2d6+4 plus 2d8 electricity)
Space/Reach: 15 ft./15 ft.
Special Attacks: Arc, electricity, globes
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to electricity, positive adaptation, resistance to acid and fire 10, vulnerability to water
Saves: Fort +8, Ref +14, Will +4
Abilities: Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +7, Spot +8
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiativeᴮ, Mobility, Weapon Finesseᴮ
Environment: Quasi-Elemental Plane of Lightning (see text)
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 13–17 HD (Huge)
Level Adjustment:

Lightning Quasi-Elemental, Greater
Huge Elemental (Extraplanar)
Hit Dice: 18d8+72 (153 hp)
Initiative: +14
Speed: Fly 60 ft. (perfect)(20 squares)
Armor Class: 26 (–2 size, +10 Dex, +8 natural), touch 18, flat-footed 16
Base Attack/Grapple: +13/+26
Attack: Slam +21 melee (2d6+5 plus 2d8 electricity)
Full Attack: 2 slams +21 melee (2d6+5 plus 2d8 electricity)
Space/Reach: 15 ft./15 ft.
Special Attacks: Arc, electricity, globes
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to electricity, positive adaptation, resistance to acid and fire 20, vulnerability to water
Saves: Fort +10, Ref +21, Will +8
Abilities: Str 20, Dex 31, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +12, Spot +13
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiativeᴮ, Iron Will, Mobility, Power Attack, Weapon Finesseᴮ
Environment: Quasi-Elemental Plane of Lightning (see text)
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 19–23 HD (Huge)
Level Adjustment:

Lightning Quasi-Elemental, Elder
Huge Elemental (Extraplanar)
Hit Dice: 24d8+96 (204 hp)
Initiative: +15
Speed: Fly 60 ft. (perfect)(20 squares)
Armor Class: 27 (–2 size, +11 Dex, +8 natural), touch 19, flat-footed 16
Base Attack/Grapple: +18/+32
Attack: Slam +27 melee (2d6+6 plus 2d8 electricity)
Full Attack: 2 slams +27 melee (2d6+6 plus 2d8 electricity)
Space/Reach: 15 ft./15 ft.
Special Attacks: Arc, electricity, globes
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to electricity, positive adaptation, resistance to acid and fire 20, vulnerability to water
]Saves: Fort +12, Ref +25, Will +10
Abilities: Str 24, Dex 33, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +15, Spot +16
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Flyby Attack, Improved Initiativeᴮ, Iron Will, Mobility, Power Attack, Weapon Finesseᴮ
Environment: Quasi-Elemental Plane of Lightning (see text)
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 25–48 HD (Huge)
Level Adjustment:

Lightning Quasi-Elemental, Monolith
Gargantuan Elemental (Extraplanar)
Hit Dice: 36d8+216 (378 hp)
Initiative: +15
Speed: Fly 60 ft. (perfect)(20 squares)
Armor Class: 31 (–4 size, +11 Dex, +14 natural), touch 17, flat-footed 20
Base Attack/Grapple: +27/+50
Attack: Slam +34 melee (4d6+11 plus 4d8 electricity/19-20)
Full Attack: 2 slams +34 melee (4d6+11 plus 4d8 electricity/19-20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Arc, electricity, globes
Special Qualities: Damage reduction 15/—, darkvision 60 ft., elemental traits, immunity to electricity, positive adaptation, resistance to acid and fire 30, vulnerability to water
Saves: Fort +18, Ref +31, Will +16
Abilities: Str 32, Dex 33, Con 22, Int 12, Wis 15, Cha 17
Skills: Listen +23, Spot +24
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Flyby Attack, Great Cleave, Improved Critical (slam), Improved Flyby Attack, Improved Initiative, Improved Natural Attack, Iron Will, Mobility, Power Attack
Environment: Quasi-Elemental Plane of Lightning (see text)
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually neutral
Advancement: 37–54 HD (Gargantuan)
Level Adjustment:

A globe of electricity dances in the air. It spits out a constant storm of miniature lightning bolts that arc towards nearby objects.

Lightning quasi-elementals inhabit the Quasi-Elemental Plane of Lightning, which is formed from the junction of the Positive Energy Plane and the Elemental Plane of Air. They are the masters of this dangerous plane, being its most powerful inhabitants.

These living embodiments of lightning can be as wild and random as the constant storms of their native plane. Some sages claim they lean slightly towards Chaos rather than being the true Neutral of a "proper" elemental, but there is no proof of this.

Lightning quasi-elementals are loners, but do occasionally gather together in flocks to feed, reproduce and exchange information. These meetings occur in the hearts of the strongest lightning storms of their realm. Sometimes these storms are so powerful they tears interdimensional rifts to a lightning storm on the Prime Material Plane, allowing members of the flock to use their Arc ability to visit the Prime Material for as long as the rift lasts. They always return to the Plane of Lightning before the rift closes unless they are trapped by a dimensional anchor spell or other misadventure.

Lightning quasi-elementals have no known leaders or apparent social organization among their own kind. Elemental creatures called shockers will nearly always submit to their orders, but lightning quasi-elemental very rarely ask them too.

COMBAT
A lightning quasi-elemental uses its Arc ability to flash around the battlefield, targeting any metal-clad opponents who present themselves. It augments its Arc attacks by making electrified slams and releasing globes of lightning. A lightning quasi-elemental can use all three of these attacks in the same round.

Arc (Su): As a swift action, a lightning quasi-elemental can move up to 180 ft. to a location adjacent to any grounded object or metal object weighing at least 5 lbs. (including creatures wearing metal armor). If the quasi-elemental succeeds at a ranged touch attack roll against the object, it also deals electricity damage equal to the damage dealt by its Electricity SQ (see below). If a lightning quasi-elemental attempts to arc to an object that's not grounded or metal, it randomly arcs to an alternative grounded or metal object within 30 feet of the target location. The new destination must be within the arc's 180 foot range. If no valid destination objects are within range, the arc fails and the quasi-elemental does not move.

Electricity (Ex): A lightning quasi-elemental’s slam attack deals bludgeoning damage plus electricity damage from the elemental’s electrical body. The quasi-elemental can also inflict electricity damage with a melee touch attack or a grapple check (it need not win the grapple check to deal damage, mere contact is enough).

Creatures hitting a lightning quasi-elemental with natural weapons, unarmed attacks or weapons made of conducting materials (i.e. metal swords) take electricity damage as though hit by the quasi-elemental’s attack.

Globes (Ex): Once per round, a lightning quasi-elemental can generate a small globe of electricity as a free action. These globes randomly follow the lightning quasi-elemental around wherever it goes.

If a grounded object or a metallic object comes within the lightning quasi-elemental's Reach, its globes automatically make a single touch attack against this target as a free action. This touch attack has an attack bonus equal to the quasi-elemental's slam attack, plus a circumstance bonus equal to the total number of globes deployed. If the globes' attack hits, one of the globes discharges itself into the target and vanishes, inflicting damage equal to the lightning quasi-elemental's Electricity special attack. The globes can attack multiple targets in the same round, but an individual target can only be attacked once in any given round. As the saying goes, "lightning never strikes the same place twice".

A globe discharges itself harmlessly if it has not struck a target within 10 minutes of being generated. The lightning quasi-elemental can also re-absorb any number of its globes as a free action. A lightning quasi-elemental can produce a maximum number of globe discharges per day equal to its Hit Dice. Re-absorbed globes have not been discharged, so they do not count against this limit, but globes that discharge without striking a target do.

Positive Adaptation (Ex): Lightning quasi-elementals do not exceed their full normal hit points or need to make Fortitude saves due to being in a positive-dominant environment.

Vulnerability to Water (Ex): A lightning quasi-elemental takes half again as much damage (+50%) when injured by a water-based attack.

A lightning quasi-elemental is injured by contact with water; the damage ranges from 1d4 point for a small amount (light rain or a phial full), 1d8 for a gallon or so (heavy downpour or a waterskin), and up to 8d8 for complete immersion.

Originally appeared in Dragon #128 (1987)
 
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Cleon

Legend
The rough draft above is a duplicate of the Vacuum Quasi with the Air Elementals AC added in, and speed and some of the special qualities of the 3.0 CC version of the Lightning Quasi copied in. We'll probably want to rework those.

It's still got the Vacuum's feats, which we'll probably want to rework, although the skills will likely stay the same.
 

freyar

Extradimensional Explorer
Well, let's start with the special abilities. Arc seems ok; the original monster doesn't explicitly say whether the quasi-elemental can attack at the end of an arc, but I'm ok with allowing it like a charge attack. The globe SA and electricity SQ probably need damage that increases with elemental size (the globes do in the originals, for example). Do you just want to follow the usual size progression on those?
 

Cleon

Legend
Well, let's start with the special abilities. Arc seems ok; the original monster doesn't explicitly say whether the quasi-elemental can attack at the end of an arc, but I'm ok with allowing it like a charge attack. The globe SA and electricity SQ probably need damage that increases with elemental size (the globes do in the originals, for example). Do you just want to follow the usual size progression on those?

I'm in favour of rewriting the Arc special ability. The Enworld 3.0 version is different from both AD&D originals in several ways.

Firstly, the Arc allowed the AD&D Lightning Quasi to move 60 yards in ADDITION to its normal movement.

Secondly, and rather curiously, it describe this as a movement ability and makes no mention of the arc doing any damage to the metallic object it "arc-teleports" to. Logically it ought to do damage since the arc presumably ends with the lightning Quasi touching the target. That does make me wonder whether it automatically hits or not, or perhaps it needs to make a ranged touch attack to hit a conducting object in order to "arc" to that location?

Also, if the arc movement is in addition to its normal movement, does it make an arc "attack" in addition to its normal melee attack?

The globe SA and electricity SQ probably need damage that increases with elemental size (the globes do in the originals, for example). Do you just want to follow the usual size progression on those?

Yes, the globe damage should certainly scale with size. I'd be OK with the standard size progression starting with 1d4 electricity damage (i.e. 1d4/1d6/1d8/2d6/3d6 for Small/Medium/Large/Huge/Gargantuan).
 

freyar

Extradimensional Explorer
Yeah, you're right, we should re-write Arc. My feeling on this is that, unless we make the lightning quasi incorporeal, it can't end its movement in the same space as another creature/object (unless said creature/object is Tiny or smaller). But the question about damage is a good one that the original monster seems to have swept under the rug. Logically, it should require some kind of attack roll. And, though I know it's originally phrased as a movement kind of ability, it's in addition to normal movement, so it wouldn't be a move action in 3.X. I think I'd make it a standard action (ie, attack) or maybe maybe a swift action.
 

Cleon

Legend
Yeah, you're right, we should re-write Arc. My feeling on this is that, unless we make the lightning quasi incorporeal, it can't end its movement in the same space as another creature/object (unless said creature/object is Tiny or smaller). But the question about damage is a good one that the original monster seems to have swept under the rug. Logically, it should require some kind of attack roll. And, though I know it's originally phrased as a movement kind of ability, it's in addition to normal movement, so it wouldn't be a move action in 3.X. I think I'd make it a standard action (ie, attack) or maybe maybe a swift action.

So maybe it needs to make a ranged touch attack roll to "arc" to a specific target, and if it doesn't hit is ends up somewhere near where it was aiming for using the grenade-like missiles rule?

I'm conflicted on the action requirement. If it's movement-only a swift action ought to be enough, but if it's always damaging a standard action seems more appropriate, otherwise it'll an extra attack each round.

Although if the "Arc" damage relatively minor (the same as the globe/electricity damage) it wouldn't make that much difference having an extra attack...

On balance I'd lean towards the "swift action but not much damage" solution.
 

freyar

Extradimensional Explorer
I think I'd also go with swift and low damage. As for location, though, I think I'd (for simplicity) always have it end adjacent to the target (exact position chosen by quasi) but have to make a ranged touch attack to do the damage. How would that work for you?
 

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