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Converting Planescape monsters
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<blockquote data-quote="freyar" data-source="post: 7018990" data-attributes="member: 40227"><p><span style="color: #40E0D0">Planescape Appendix III version</span></p><p></p><p><span style="font-size: 15px"><strong>STEAM</strong></span></p><p><strong>Climate/Terrain:</strong> Quasiplane of Steam</p><p><strong>Frequency:</strong> Common</p><p><strong>Organization:</strong> Band</p><p><strong>Activity Cycle:</strong> Any</p><p><strong>Diet:</strong> Any gas</p><p><strong>Intelligence:</strong> Low to high (5–14)</p><p><strong>Treasure:</strong> Nil</p><p><strong>Alignment:</strong> Neutral</p><p><strong>No. Appearing:</strong> 1d6</p><p><strong>Armor Class:</strong> 2</p><p><strong>Movement:</strong> Fl 12 (E)</p><p><strong>Hit Dice:</strong> 6, 9, or 12</p><p><strong>THAC0:</strong></p><p>— 6 HD: 15</p><p>— 9 HD: 11</p><p>— 12 HD: 9</p><p><strong>No. of Attacks:</strong> 1</p><p><strong>Damage/Attack:</strong> 1d6 + 1 hp/HD</p><p><strong>Special Attacks:</strong> None</p><p><strong>Special Defenses:</strong> See below</p><p><strong>Magic Resistance:</strong> Nil</p><p><strong>Size:</strong> G (60’ wide)</p><p><strong>Morale:</strong> Champion (15–16)</p><p><strong>XP Value:</strong></p><p>— 6 HD: 2,000</p><p>— 9 HD: 5,000</p><p>— 12 HD: 8,000</p><p></p><p><span style="font-size: 15px"><strong>STEAM QUASIELEMENTAL</strong></span></p><p>Also known as mist quasielementals, these vaporous beings look like large clouds of virtually transparent gas. Their ghostly appearance should be a warning even to an addlecove that the creatures are best left alone.</p><p></p><p>Combat: Steam quasielementals have full control of their temperature. They can become a mass of scalding steam or a cloud of freezing mist at will, even switching back and forth between the extremes every round.</p><p></p><p>In battle, they simply surround and engulf their foes. Each round, anyone within a quasielemental’s area (which can fill a cube up to 60 feet on a side) suffers 1d6 points of either hot or cold damage plus 1 additional point for each of the creature’s Hit Dice. The quasielemental doesn’t need to make an attack roll, and the victim receives no saving throw. The gaseous creature can also strike those outside its area with a single misty tendril.</p><p></p><p>A steam quasielemental can be struck only by weapons or +1 or greater enchantment. It’s immune to cold-based attacks, weather-affecting spells, and any harmful effects from water. Fire-based attacks cause only half damage. Electricity inflicts full damage, but it also can hurt anyone currently engulfed by the creature. (Sods in the cloud must make a saving throw versus spell; failure indicatesthat they suffer half damage from the electrical attack, and success means that they suffer none.)</p><p></p><p>Steam quasielementals can move through the air or water with equal ease, and they can pass through the smallest of openings or cracks in solid objects.</p><p></p><p>Habitat/Society: Steam quasielementals are said to slip their misty tendrils into all aspects or life on their home plane, where they’re virtually impossible to detect. The most intelligent ones organize their lessers into cadres of spies and agents. Thus, they not only know everything that happens on the Quasiplane of Steam (and other planes nearby), but they can try to control those events as well.</p><p></p><p>These dangerous creatures don’t hesitate to attack whenever a berk stands in the way of their plans – or whenever it serves their purposes. More frequently, they try to take intruders as slaves, because their one limitation is their inability to manipulate objects. Planewalkers or other bashers made of solid matter prove useful for such tasks (which, admittedly. don’t arise too often).</p><p></p><p>Ecology: Steam quasielementals absorb gases to sustain themselves and reproduce simply by absorbing a great deal and then splitting in two.</p></blockquote><p></p>
[QUOTE="freyar, post: 7018990, member: 40227"] [COLOR="#40E0D0"]Planescape Appendix III version[/COLOR] [SIZE=4][B]STEAM[/B][/SIZE] [B]Climate/Terrain:[/B] Quasiplane of Steam [B]Frequency:[/B] Common [B]Organization:[/B] Band [B]Activity Cycle:[/B] Any [B]Diet:[/B] Any gas [B]Intelligence:[/B] Low to high (5–14) [B]Treasure:[/B] Nil [B]Alignment:[/B] Neutral [B]No. Appearing:[/B] 1d6 [B]Armor Class:[/B] 2 [B]Movement:[/B] Fl 12 (E) [B]Hit Dice:[/B] 6, 9, or 12 [B]THAC0:[/B] — 6 HD: 15 — 9 HD: 11 — 12 HD: 9 [B]No. of Attacks:[/B] 1 [B]Damage/Attack:[/B] 1d6 + 1 hp/HD [B]Special Attacks:[/B] None [B]Special Defenses:[/B] See below [B]Magic Resistance:[/B] Nil [B]Size:[/B] G (60’ wide) [B]Morale:[/B] Champion (15–16) [B]XP Value:[/B] — 6 HD: 2,000 — 9 HD: 5,000 — 12 HD: 8,000 [SIZE=4][B]STEAM QUASIELEMENTAL[/B][/SIZE] Also known as mist quasielementals, these vaporous beings look like large clouds of virtually transparent gas. Their ghostly appearance should be a warning even to an addlecove that the creatures are best left alone. Combat: Steam quasielementals have full control of their temperature. They can become a mass of scalding steam or a cloud of freezing mist at will, even switching back and forth between the extremes every round. In battle, they simply surround and engulf their foes. Each round, anyone within a quasielemental’s area (which can fill a cube up to 60 feet on a side) suffers 1d6 points of either hot or cold damage plus 1 additional point for each of the creature’s Hit Dice. The quasielemental doesn’t need to make an attack roll, and the victim receives no saving throw. The gaseous creature can also strike those outside its area with a single misty tendril. A steam quasielemental can be struck only by weapons or +1 or greater enchantment. It’s immune to cold-based attacks, weather-affecting spells, and any harmful effects from water. Fire-based attacks cause only half damage. Electricity inflicts full damage, but it also can hurt anyone currently engulfed by the creature. (Sods in the cloud must make a saving throw versus spell; failure indicatesthat they suffer half damage from the electrical attack, and success means that they suffer none.) Steam quasielementals can move through the air or water with equal ease, and they can pass through the smallest of openings or cracks in solid objects. Habitat/Society: Steam quasielementals are said to slip their misty tendrils into all aspects or life on their home plane, where they’re virtually impossible to detect. The most intelligent ones organize their lessers into cadres of spies and agents. Thus, they not only know everything that happens on the Quasiplane of Steam (and other planes nearby), but they can try to control those events as well. These dangerous creatures don’t hesitate to attack whenever a berk stands in the way of their plans – or whenever it serves their purposes. More frequently, they try to take intruders as slaves, because their one limitation is their inability to manipulate objects. Planewalkers or other bashers made of solid matter prove useful for such tasks (which, admittedly. don’t arise too often). Ecology: Steam quasielementals absorb gases to sustain themselves and reproduce simply by absorbing a great deal and then splitting in two. [/QUOTE]
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