template: quasielement creature

Devon

First Post
Hi, folks,

I haven't statted the example critters for each of these, but I wanted to put the template out there for comment. I will add the examples as I am able.

- Devon

QUASIELEMENT CREATURES
The different quasielemental Planes are home to creatures that are made entirely of the quasielemental material of their native The templates below present examples from each of the inner Planes, as well as a couple of alternative planes.

Lightning Quasielement Creatures
Lightning quasielement creatures dwell in the quasielemental Plane of Lightning. They appear as crackling fields of electricity, roughly the same shape as their material being counterparts.

Generating a lightning quasielement Creature
"Lightning quasielement" is a template that can be added to any corporeal creature of the following base types: aberration, animal, east, magical beast, plant, or vermin. The creature's type changes to "elemental (Electricity)." It uses all the base creature's statistics and special abilities except as noted here:

Hit Dice: Change to d8.

Speed: Base creature's speed changes to 60 feet, unless the base creature has a higher speed.

Special Attacks: A lightning quasielement creature retains all the special attacks of the base creature and also gains the following:

Shock field (Ex): A lightning quasielement creature is surrounded at all times by a crackling field of electricity. Anyone grappling, holding, using an unarmed strike, or otherwise in contact with the creature takes automatic slam damage (or the damage for the creature's primary attack, be it claw, gore, etc.). A Fortitude save halves this damage (DC = 10 + 1/2 creature's hit dice + Con modifier).

Furthermore, anyone striking the lightning element creature with a barehanded attack, or a conductive metal weapon, also takes the same damage, Fortitude save for half (DC = 10 + 1/2 creature's hit dice + Con modifier).

Conductive touch (Ex): Against opponents in metallic armor, a lightning elemental creature's melee attacks are resolved as melee touch attacks. Anything immune to electricity takes no damage from the lightning elemental's melee attack.

Stun (Su): A creature hit by the lightning elemental's slam attack must make a Fortitude save (DC = 10 + 1/2 creature's hit dice + Con modifier) or be stunned for 1d4 rounds.

Special Qualities: A lightning quasielement creature retains the special qualities of the base creature and also gains the following ones:
Immune to electricity.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Darkvision with a range of 60 feet.
Damage reduction (see the table below).

Hit Dice Damage Reduction
1-7 --
8-1 1 5/+l
12+ 10/+l


If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.
Abilities: Change from the base creature as follows: Dex +2, Con +4.
Skills: Same as the base creature. If the Lightning quasielement creature has an intelligence of 4 or greater, it speaks Auran.
Feats: Same as the base creature, with the added feat of either Lightning Reflexes or Improved Initiative.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: Up to 3 HD, same as the base creature.
3 HD to 7 HD, same as the base creature +1.
8+ HD, same as the base creature +2.
Treasure: Same as the base creature.
Alignment: Usually neutral.
Advancement: Same as the base creature.

Sample lightning quasielement Creature
Mineral quasielement Creatures
Mineral quasielement creatures dwell in the quasielemental Plane of Mineral. Mineral elementals are usually lithe and angular, made of various crystals, sometimes insectoid, with bulky, crystallized torsos and forelimbs.

Creating a Mineral quasielement Creature

"Mineral quasielement" is a template that can be added to any corporeal creature of the following base types: aberration, animal, beast, magical beast, plant, or vermin. The creature's type changes to "elemental (earth)." it uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Change to d8.

AC: Natural armor improves by +3.

Special Attacks: A mineral quasielement creature retains all the special attacks of the base creature and also gains the following.

Sharpness (Ex): Mineral quasielement creatures threaten a critical on an attack roll of 17 - 20.

Burrow (Ex): A mineral quasielement creature can glide through stone, dirt, or almost any other sort of earth as easily as a fish swims through water. Its burrowing leaves behind no hole, nor does it create any ripple or other signs of its presence.

Special Qualities: A mineral quasielement creature retains all the special qualities of the base creature and also gains the following ones:

Elemental: immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Darkvision with a range of 60 feet.
Damage reduction (see the table).

Hit Dice Damage Reduction
1-7 --
8-11 5/+l
12+ 10/+l

Immune to transformation (Ex): Mineral elementals are immune to spells or abilities which transform or otherwise change the nature of solid matter.

If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.

Abilities: Change from the base creature as follows: Str +4, Dex +2.

Skills: Same as the base creature. if the mineral quasielement creature has an Intelligence of 4 or greater, it speaks Terran.

Feats: Same as the base creature.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: Up to 3 HD, same as the base creature.
3 HD to 7 HD, same as the base creature +1.
8+ HD, same as the base creature +2.
Treasure: Same as the base creature.
Alignment: Usually neutral.
Advancement: Same as the base creature.

Sample Mineral quasielement Creature

Radiance quasielement Creatures
Radiance quasielement creatures dwell on the quasielemental Plane of Radiance. They have the same general form as material beings, but emit intense light.

Creating a Radiance quasielement Creature

Radiance quasielement" is a template that can be added to any corporeal creature of the following base types: aberration, animal, beast, magical beast, plant, or vermin. The creature's type changes to "elemental (fire)." it uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Change to d8.

Speed: A radiance quasielement creature has a fly speed of 40 feet, unless the base creature has a higher fly speed, with perfect maneuverability.

Special Attacks: A radiance quasielement creature retains all the special attacks of the base creature and also gains the following.

Light (Ex): Radiance quasielement creatures constantly shed light as the daylight spell in a 60-foot radius. Creatures who suffer penalties in bright light suffer them while exposed to this elemental radiance.

Blinding radiance (Ex): 3 times a day, A radiance quasielement creature can emit a 40-foot cone of light and heat as a standard action. This light and heat deals the listed amount of damage (see below), and anyone failing a Reflex save (DC = 10 + 1/2 quasielement creature's hit dice + Con modifier) is permanently blinded. Anyone making the first save is still blinded temporarily for 1d6 rounds. Creatures who suffer extra damage from bright light or positive energy are similarly affected by this elemental radiance.

Special Qualities: A radiance quasielement creature retains all the special qualities of the base creature and also gains the following ones:

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Darkvision with a range of 60 feet.
Damage reduction (see the table below).


Hit Dice Damage Reduction Radiance Damage
1-3 2d6
4-7 3d6
8-11 5/+l 4d6
12+ 10/+l 5d6

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.
Abilities: Same as the base creature, except as follows: Str -2, Dex -2, Con +2.
Skills: Same as the base creature. If the radiance quasielement creature has an Intelligence of 4 or greater, it speaks Ignan.
Feats: Same as the base creature, with the added feat Flyby Attack.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: Up to 3 HD, same as the base creature.
3 HD to 7 HD, same as the base creature +1.
8+ HD, same as the base creature +2.

Treasure: Same as the base creature.
Alignment: Usually neutral.
Advancement: Same as the base creature.

Sample Radiance quasielement Creature

Steam quasielement Creatures
Steam quasielement creatures dwell in the quasielemental Plane of Steam. They have viscous, fluid bodies in the same general form as similar material beings. Glowing orbs of green serve as eyes, and a concavity lined with coral as a mouth.

Creating a Steam quasielement Creature
"Steam quasielement" is a template that can be added to any corporeal creature of the following base types: aberration, animal, beast, magical beast, plant, or vermin. The creature's type changes to "elemental (steam)." it uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Change to d8.

Speed: A steam quasielement creature has a fly speed of 30 feet, unless the base creature has a higher fly speed, with average maneuverability.

Special Attacks: A steam quasielement creature retains all the special attacks of the base creature and also gains the following.

Scalding touch (Ex): The steam quasielement creature?s touch deals the additional steam damage listed below; anyone struck by its slam attack must make a Fortitude save (DC = 10 + 1/2 steam quasielement creature's hit dice + Con modifier) or take the damage.

As with the water elemental's drench ability, a steam steam quasielement creature 's touch also puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The steam quasielement creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the elemental?s HD total.

Steam cloud (Ex): Three times a day, as a standard action, a steam quasielement creature can surround itself with an obscuring mist, as the spell cast by a sorceror of its HD. Creatures in the area of effect must make a Fortitude save (DC = 10 + 1/2 steam quasielement creature's hit dice + Con modifier) each round they remain on the cloud or take the steam damage listed below, as well as suffer a -1 morale penalty to attack rolls, damage rolls, and all skill checks, as they suffer from the extreme humidity.

Special Qualities: A steam quasielement creature retains all the special qualities of the base creature and also gains the following ones:
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Immunity to fire.
Darkvision with a range of 60 feet.
Damage reduction (see the table below).

HD Damage Reduction Steam damage
1-3 -- 1d8
5-7 -- 1d10
8-11 5/+l 2d6
12+ 10/+l 2d8

If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.
Abilities: Same as the base creature.
Skills: Same as the base creature. if the air quasielement creature has an intelligence of 4 or greater, it speaks Aquan.
Feats: Same as the base creature, with the added feat of Flyby Attack.

Climate/Terrain: Any land and underground.
Organization: Same as the base creature.

Challenge Rating: Up to 3 HD, same as the base creature.

3 HD to 7 HD, same as the base creature +1.
8+ HD, same as the base creature +2
Treasure: Same as the base creature.
Alignment: Usually neutral.
Advancement: Same as the base creature.

Sample Steam quasielement Creature


QUASIELEMENT CREATURES
The different quasielemental Planes are home to creatures that are made entirely of the quasielemental material of their native The templates below present examples from each of the inner Planes, as well as a couple of alternative planes.

Vacuum Quasielement Creatures
Vacuum quasielement creatures dwell in the quasielemental Plane of Vacuum. They appear as amorphous blobs of invisible force.

Generating a vacuum quasielement Creature
"Vacuum quasielement" is a template that can be added to any corporeal creature of the following base types: aberration, animal, east, magical beast, plant, or vermin. The creature's type changes to "elemental (air)." It uses all the base creature's statistics and special abilities except as noted here:

Hit Dice: Change to d8.

Speed: A vacuum quasielement creature has a fly speed of 60 feet, unless the base creature has a higher fly speed, with average maneuverability.

Special Attacks: A vacuum quasielement creature retains all the special attacks of the base creature and also gains the following:

Force pull (Ex): At will, as a standard action, a vacuum quasielement creature can pull objects and creatures towards itself. Treat as opposed Strength checks simultaneously against every item in a radius of 10 feet per age category of the quasielement creature -- unattended objects automatically fail unless they are too heavy for the quasielement creature to lift. Creatures failing the Strength check are pulled 10 feet closer to the vacuum quasielement creature.

Special Qualities: A vacuum quasielement creature retains the special qualities of the base creature and also gains the following ones:

Natural invisibility (Ex): A vacuum quasielement creature is, by its nature, completely invisible, even when it attacks. Spells and abilities which detect invisible creatures reveal the vacuum quasielement creature to be a transparent, fluid mass of force energy pulling towards its center. This ability is not subject to the invisibility purge spell.

Immunity to cold, sonic, vacuum, and negative energy attacks.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Darkvision with a range of 60 feet.
Damage reduction (see the table below).

Hit Dice Damage Reduction
1-7 --
8-1 1 5/+l
12+ 10/+l


If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.
Abilities: Change from the base creature as follows: Dex +2.
Skills: Same as the base creature. If the Vacuum quasielement creature has an intelligence of 4 or greater, it speaks Auran.
Feats: Same as the base creature, with the added feat of Flyby Attack.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: Up to 3 HD, same as the base creature.
3 HD to 7 HD, same as the base creature +1.
8+ HD, same as the base creature +2.
Treasure: Same as the base creature.
Alignment: Usually neutral.
Advancement: Same as the base creature.

Sample vacuum quasielement Creature
Dust quasielement Creatures
Dust quasielement creatures dwell in the quasielemental Plane of Dust. Dust elementals are usually lithe and angular, made of various crystals, sometimes insectoid, with bulky, crystallized torsos and forelimbs.

Creating a Dust quasielement Creature

"Dust quasielement" is a template that can be added to any corporeal creature of the following base types: aberration, animal, beast, magical beast, plant, or vermin. The creature's type changes to "elemental (earth)." it uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Change to d8.

AC: Natural armor improves by +3.

Special Attacks: A dust quasielement creature retains all the special attacks of the base creature and also gains the following.

Sharpness (Ex): Dust quasielement creatures threaten a critical on an attack roll of 17 - 20.

Burrow (Ex): A dust quasielement creature can glide through stone, dirt, or almost any other sort of earth as easily as a fish swims through water. Its burrowing leaves behind no hole, nor does it create any ripple or other signs of its presence.

Special Qualities: A dust quasielement creature retains all the special qualities of the base creature and also gains the following ones:

Elemental: immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Darkvision with a range of 60 feet.
Damage reduction (see the table).

Hit Dice Damage Reduction
1-7 --
8-11 5/+l
12+ 10/+l

Immune to transformation (Ex): Dust elementals are immune to spells or abilities which transform or otherwise change the nature of solid matter.

If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.

Abilities: Change from the base creature as follows: Str +4, Dex +2.

Skills: Same as the base creature. if the dust quasielement creature has an Intelligence of 4 or greater, it speaks Terran.

Feats: Same as the base creature.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: Up to 3 HD, same as the base creature.
3 HD to 7 HD, same as the base creature +1.
8+ HD, same as the base creature +2.
Treasure: Same as the base creature.
Alignment: Usually neutral.
Advancement: Same as the base creature.

Sample Dust quasielement Creature

Ash quasielement Creatures
Ash quasielement creatures dwell on the quasielemental Plane of Ash. They have the same general form as material beings, but are bathed in flame, hair and fur replaced with ash, scaled or armored portions replaced with blackened ash and charcoal. Their eyes glow with blue flames.

Creating a Ash quasielement Creature

Ash quasielement" is a template that can be added to any corporeal creature of the following base types: aberration, animal, beast, magical beast, plant, or vermin. The creature's type changes to "elemental (fire)." it uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Change to d8.

Special Attacks: A ash quasielement creature retains all the special attacks of the base creature and also gains the following.

Light (Ex): Ash quasielement creatures constantly shed light as the daylight spell in a 60-foot radius. Creatures who suffer penalties in bright light suffer them while exposed to this elemental ash.

Blinding ash (Ex): 3 times a day, A ash quasielement creature can emit a 40-foot cone of light and heat as a standard action. This light and heat deals the listed amount of damage (see below), and anyone failing a Reflex save (DC = 10 + 1/2 quasielement creature's hit dice + Con modifier) is permanently blinded. Anyone making the first save is still blinded temporarily for 1d6 rounds. Creatures who suffer extra damage from bright light or positive energy are similarly affected by this elemental ash.

Special Qualities: A ash quasielement creature retains all the special qualities of the base creature and also gains the following ones:

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Darkvision with a range of 60 feet.
Damage reduction (see the table below).


Hit Dice Damage Reduction Ash Damage
1-3 2d6
4-7 3d6
8-11 5/+l 4d6
12+ 10/+l 5d6

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.
Abilities: Same as the base creature, except as follows: Str -2, Dex -2, Con +2.
Skills: Same as the base creature. if the ash quasielement creature has an Intelligence of 4 or greater, it speaks Ignan.

Feats: Same as the base creature.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: Up to 3 HD, same as the base creature.
3 HD to 7 HD, same as the base creature +1.
8+ HD, same as the base creature +2.

Treasure: Same as the base creature.
Alignment: Usually neutral.
Advancement: Same as the base creature.

Sample Ash quasielement Creature

Salt quasielement Creatures
Salt quasielement creatures dwell in the quasielemental Plane of Salt. They have viscous, fluid bodies in the same general form as similar material beings. Glowing orbs of green serve as eyes, and a concavity lined with coral as a mouth.

Creating a Salt quasielement Creature
"Salt quasielement" is a template that can be added to any corporeal creature of the following base types: aberration, animal, beast, magical beast, plant, or vermin. The creature's type changes to "elemental (salt)." it uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Change to d8.

Speed: A salt quasielement creature has a fly speed of 30 feet, unless the base creature has a higher fly speed, with average maneuverability.

Special Attacks: A salt quasielement creature retains all the special attacks of the base creature and also gains the following.

Scalding touch (Ex): The salt quasielement creature?s touch deals the additional salt damage listed below; anyone struck by its slam attack must make a Fortitude save (DC = 10 + 1/2 salt quasielement creature's hit dice + Con modifier) or take the damage.

As with the water elemental's drench ability, a salt salt quasielement creature 's touch also puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The salt quasielement creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the elemental?s HD total.

Salt cloud (Ex): Three times a day, as a standard action, a salt quasielement creature can surround itself with an obscuring mist, as the spell cast by a sorceror of its HD. Creatures in the area of effect must make a Fortitude save (DC = 10 + 1/2 salt quasielement creature's hit dice + Con modifier) each round they remain on the cloud or take the salt damage listed below, as well as suffer a -1 morale penalty to attack rolls, damage rolls, and all skill checks, as they suffer from the extreme humidity.

Special Qualities: A salt quasielement creature retains all the special qualities of the base creature and also gains the following ones:
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Immunity to fire.
Darkvision with a range of 60 feet.
Damage reduction (see the table below).

HD Damage Reduction Salt damage
1-3 -- 1d8
5-7 -- 1d10
8-11 5/+l 2d6
12+ 10/+l 2d8

If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.
Abilities: Same as the base creature.
Skills: Same as the base creature. if the air quasielement creature has an intelligence of 4 or greater, it speaks Aquan.
Feats: Same as the base creature.

Climate/Terrain: Any land and underground.
Organization: Same as the base creature.

Challenge Rating: Up to 3 HD, same as the base creature.

3 HD to 7 HD, same as the base creature +1.
8+ HD, same as the base creature +2
Treasure: Same as the base creature.
Alignment: Usually neutral.
Advancement: Same as the base creature.

Sample Salt quasielement Creature
 

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I'm guessing you played a lot of Planescape and have way too much time on your hands...


...says the guy who typed up ~60 pages of prestige classes while waiting for his DSL...:D :D :D

Seriously, though, thanks for all your hard quasiwork (er, which is to say, work on quasielemental stuff). Your stuff is generally really cool, and though I actually didn't read this one yet (desire to be a smartass was too strong to resist) I'm sure it's good too.
 

After a quick looksie, it looks good, type up a sample creature for each quasi-element and compare them to the sample elemental creatures in the MotP.

PS: I have written up a Magma paraelemental template, but I will not post it until I have created a Smoke and Ooze Paraelemental Template also, but it *IS* coming... :D
 

I believe the Paraelement templates are already in MotP, but I could be wrong -- I'll have to check my books later (when I'm not at work).

If you have MotP handy, then feel free to let me know if I am mistaken

- Devon
 

The only paraelemental template found in the MotP is the cold elemental template (Makes Ice Paraelemental creatures.) But I appreciate your concern. :D
 

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