NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 18" (plus
special) (MC: A) <alt: 18" + Arc (MC:A)>
HIT DICE: 6, 9,
or 12
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS:
1
DAMAGE/ATTACK: 1-6
+ 1 point/HD
SPECIAL ATTACKS:
Globe <alt>
SPECIAL DEFENSES:
Electricity immunity <alt>
MAGIC RESISTANCE:
[SB] <Water susceptibility, Fire resistance, Acid resistance>
INTELLIGENCE: Low
ALIGNMENT: Neutral
(chaotic)
SIZE:
S
LEVEL/X.P. VALUE:
VII | 1000 + 15
Creatures of this
sort inhabit the Elemental Plane of Air and
the +Positive
Material Plane+.
<note: Plane of Lighting(Air+Positive)?,
Plane of Electro-Magnetism?>
They are rare even
in those places. <note at FREQUENCY>
During a great lightning
storm on the PMP,
large
numbers of lightning quasi-elementals will sometimes gather.
During such violent
thunderstorms,
the creatures feed
and reproduce.
Arc: In addition
to normal movement,
lightning quasi-elementals
can "arc",
leaping up to 6"
to any grounded or metallic object of mass greater than 50 gp.
Such leaping arc
is in +addition+ to normal movement,
coming either at
the beginning or end of it.
There are 3 HD
categories of quasi-elementals,
and the small 6-HD
variety are most common in the PMP (60%),
the 9-HD size less
common (30%) and the 12 (or more)-HD size rarest of all (10%).
In the Elemental
Plane these figures are reversed, <Quasi-Elemental>
the smallest quasi-elemental
being encountered 10% of the time,
and the largest
type encountered 60% of the time.
Globe: In
addition to normal attack of electrical discharge by touch,
a creature of this
sort can discharge 1 small globe of ball lightning each round for 6, 9,
or 12 rounds (depending on HD).
This globe will
float near the quasi-elemental until some creature of large mass (2000
gp or more) or with a large quantity of conductive metal comes within 5
feet.
The ball lightning
will then MOVE to that object and discharge,
inflicting 1-4,
1-6, or 1-8 points of damage,
depending on the
size of the quasi-elemental that discharged it.
Lightning quasi-elementals can be harmed only by +1 or better magic weapons.
If the weapon used
against such a creature is of conductive material,
its wielder will
suffer electrical damage of 1-4 points whenever the weapon strikes the
lightning quasi-elemental.
Electricity Immunity: Lightning && electrical attacks do no damage.
Fire && acid
do only half-normal damage.
Cold does full damage.
Water Vulnerability:
Water attacks inflict 1-8 points of damage per gallon,
or double full normal
damage.
For
example,
an ice storm spell does 6-60.
<note: technically, ice storm is not a water spell, but an ice spell>
<in the case of an ice-storm, i would recommend halving the effects
of the vulnerability>
Falling water,
as in some form
of rain,
inflicts 2 points
of damage for each 1/10th of an inch of precipitation which falls upon
the creature.
Lightning quasi-elementals
have no known social organization.
It is generally
not possible to conjure quasi-elementals,
although powerfuls
MUs have been known to do so.
<comma
added above, in title>