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Converting Planescape monsters
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<blockquote data-quote="freyar" data-source="post: 6926035" data-attributes="member: 40227"><p>From <a href="https://www.enworld.org/index.php?posts/5989225/" target="_blank">this post</a>, the <span style="color: #40E0D0">Dragon 128</span> version.</p><p></p><p><strong><span style="font-size: 15px">RADIANCE QUASI-ELEMENTAL.</span></strong></p><p>FREQUENCY: Very rare</p><p>NO. APPEARING: 1 (1-6)</p><p>ARMOR CLASS: 0</p><p>MOVE: 48”</p><p>HIT DICE: 6, 9, or 12</p><p>% IN LAIR: Nil</p><p>NO. OF ATTACKS: 1</p><p>DAMAGE/ATTACK: 1-3 + 1 hp/HD</p><p>SPECIAL ATTACKS: See below</p><p>SPECIAL DEFENSES: See below</p><p>MAGIC RESISTANCE: See below</p><p>INTELLIGENCE: Low</p><p>ALIGNMENT: Neutral (chaotic)</p><p>SIZE: S</p><p>PSIONIC ABILITY: Nil</p><p>LEVEL/XP VALUE: VII/1,000 + 15 per hp</p><p></p><p>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.</p><p></p><p>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:</p><p></p><p>1. Red beam: 1d6 + 1 hp/HD (cold) damage;</p><p>2. Orange beam: 1d6 + 1 hp/HD (heat) damage;</p><p>3. Yellow beam: 1d6 + 1 hp/HD (acid) damage;</p><p>4. Green beam: 1d6 + 1 hp/HD (poison) damage;</p><p>5. Blue beam: 1d6 + 1 hp/HD (electrical) damage;</p><p>6. Indigo beam: 1d6 + 1 hp/HD (holy water) damage; and,</p><p>7. Violet beam: 1d6 + 1 hp/HD (force) damage.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="freyar, post: 6926035, member: 40227"] From [URL="https://www.enworld.org/index.php?posts/5989225/"]this post[/URL], the [COLOR="#40E0D0"]Dragon 128[/COLOR] version. [B][SIZE=4]RADIANCE QUASI-ELEMENTAL.[/SIZE][/B] 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. [/QUOTE]
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