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Converting Planescape monsters
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<blockquote data-quote="freyar" data-source="post: 6926030" data-attributes="member: 40227"><p>From <a href="https://www.enworld.org/index.php?posts/5989212/" target="_blank">this post</a>, the <span style="color: #40E0D0">Planescape Appendix III (1998)</span> version.</p><p></p><p><strong><span style="font-size: 15px">RADIANCE</span></strong></p><p>Climate/Terrain: Quasiplane of Radiance</p><p>Frequency: Common</p><p>Organization: Band</p><p>Activity Cycle: Any</p><p>Diet: Darkness</p><p>Intelligence: Low to high (5–14)</p><p>Treasure: Nil</p><p>Alignment: Neutral</p><p>No. Appearing: 1d6</p><p>Armor Class: 0</p><p>Movement: Fl 48 (E)</p><p>Hit Dice: 6, 9, or 12</p><p>THAC0:</p><p>— 6 HD: 15</p><p>— 9 HD: 11</p><p>— 12 HD: 9</p><p>No. of Attacks: 1</p><p>Damage/Attack: 1d3 + 1 hp/HD</p><p>Special Attacks: Beams, blinding</p><p>Special Defenses: See below</p><p>Magic Resistance: Nil</p><p>Size: S (3’ diameter)</p><p>Morale: Champion (15–16)</p><p>XP Value:</p><p>— 6 HD: 3,000</p><p>— 9 HD: 6,000</p><p>— 12 HD: 9,000</p><p></p><p><strong><span style="font-size: 15px">RADIANCE QUASIELEMENTAL</span></strong></p><p>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.</p><p></p><p>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:</p><p></p><p>● Red beam: inflicts 1d6 points of cold damage +1 additional point for each of the quasielemental’s Hit Dice.</p><p>● Orange beam: inflicts 1d6 points of heat damage +1 point/HD.</p><p>● Yellow beam: inflicts 1d6 points of acidic damage +1 point/HD.</p><p>● Green beam: inflicts 1d6 points of poisonous damage +1 point/HD.</p><p>● Blue beam: inflicts 1d6 points of electrical damage +1 point/HD.</p><p>● Indigo beam: inflicts 1d6 points of “holy” damage +1 point/HD. This attack only affects creatures susceptible to damage from holy water.</p><p>● Violet beam: inflicts 1d6 points of impact damage +1 point/HD.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="freyar, post: 6926030, member: 40227"] From [URL="https://www.enworld.org/index.php?posts/5989212/"]this post[/URL], the [COLOR="#40E0D0"]Planescape Appendix III (1998)[/COLOR] version. [B][SIZE=4]RADIANCE[/SIZE][/B] 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 [B][SIZE=4]RADIANCE QUASIELEMENTAL[/SIZE][/B] 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. [/QUOTE]
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