| Ash Quasi Elemental | Vacuum Quasi Elemental | - | Dust Quasi Elemental | Salt Quasi Elemental |
| Advanced Dungeons & Dragons | - | Dragon magazine | - | Dragon #128 |
In a previous article (DRAGON®
issue
#125), this column covered
the creatures
native
to the positive quasi-elemental
planes.
Let's turn our attention to the
other side of the coin: the
negative quasi
elementals.
The negative quasi-elemental
planes are
those which lie along the
borders of the
major elemental planes and
the Negative
Material plane. These regions
are distinguished
by the reduction and eventual
absence of a particular elemental
type.
The plane of Ash is the reduction
and
elimination of Fire; the
plane of Salt the
removal of Water; the plane
of Vacuum the
eradication of Air; and the
plane of Dust
the destruction of solid
Earth. The quasi
elementals of these planes
reflect the
nature of these planes. As
is so for ?true?
elementals, quasi-elemental
life is a sentient
animation of the plane itself,
as differentiated
from creatures which are
at
home in these alien environments.
Even more so than positive
quasi elementals,
negative quasi elementals
are
rarely found in the Prime
Material plane,
but appear with common frequency
in
their native quasi-elemental
planes and are
uncommon in other Inner planes.
They
may be able to survive the
rigors of the
nearby Negative Material
plane, but this is
as yet unproven. Each quasi
elemental
may be of small, medium,
or large size,
depending on where it is
found:
| 1d100 | Prime Material dimension | Inner dimension |
| 01-60 | Small | Large |
| 61-90 | Medium | Medium |
| 91-00 | Large | Small |
Statistics given in parentheses
for the
following creatures apply
to conditions on
their home planes. Otherwise,
statistics
apply to both Prime Material
and quasielemental
planes.
FREQUENCY: Very rare (Common)
NO. APPEARING: 1 (l-6)
ARMOR CLASS: 3
MOVE: 12?
HIT DICE: 6, 9, or 12
% IN LAIR: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 + 1 hp/HD
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
ALIGNMENT: Neutral (chaotic)
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: VII/ 1,000
+ 15 per hp
Ash quasi elementals look
like animated
piles of burnt ash and charred
cinders.
They are malleable and capable
of forming
themselves into slate-gray
replicas of men,
centaurs, and other creatures.
Ash quasi
elementals are found in the
Prime Material
plane only in regions where
intense flame
has passed and cooled, as
in the lava flows
of extinct volcanoes and
in the debris left
from large forest fires.
While not cold in themselves,
Ash quasi
elementals suck up the heat
from their
surroundings, so that all
within 30? suffer
1-6 hp damage from heat loss
for each
round. Creatures which are
cold-based
(though not those which are
cold-blooded)
are immune to this effect.
In addition, the
Ash quasi elemental can narrow
the focus
of this draining effect to
a cone 60? long
and 30? across at the base.
Those within
this area take 2-12 hp damage.
In addition,
the force of this inward
blast can snuff out
torches and small campfires.
Ash quasi elementals are immune
to
cold-based magic, but heat
in any form is
dangerous to them. All fire-based
spells
inflict twice the normal
damage, and if the
temperature is raised above
freezing, the
Ash quasi elemental must
save vs. poison
or explode, inflicting 1-4
hp/HD damage to
all within 20?. In combat,
Ash quasi elementals
can only be struck by + 1
or
better weapons.
Ash quasi elementals are very
rare in
the Prime Material plane,
though they are
reported to have been used
by smiths
forging magical weapons in
order to cool
the hot metal.
FREQUENCY: Very rare (Common)
NO. APPEARING: 1 (l-6)
ARMOR CLASS: ? 1
MOVE: 36?
HIT DICE: 6, 9, or 12
% IN LAIR: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4 + 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/X.P. VALUE: VII/ 1,000
+ 15 per hp
Vacuum quasi elementals are
the living
embodiment of a nullity ?
the absence of
elemental Air. They are invisible
by
nature, though if their presence
is detected
(by detect invisible, true
sight, etc.),
they appear as amorphous,
threedimensional
?skins? of force (similar
to an
ochre
jelly in zero-gee).
Vacuum quasi elementals suck
in any
and all surrounding air,
seeking to reduce
any area of confinement to
the the same
level of airlessness as their
native plane. In
the Prime Material plane,
the region within
60? of a Vacuum quasi elemental
has the
effects of a gust of wind
spell blowing
toward the quasi elemental.
A Vacuum
quasi elemental can reduce
a 60? × 60?
area to vacuum in a single
round. Those
within an area so vacated
of air suffer the
effects of being in the plane
of Vacuum (no
loss of pressure or temperature,
only the
absence of air itself). In
addition, those
caught within this range
who require air
for survival suffer 1-4 hp
damage per
round in addition to any
attacks made by
the creature.
In regions of abundant air
(such as the
Prime Material plane), Vacuum
quasi elementals
can cause their air-removal
effects
for 10 rounds at most, after
which they
cannot do so again for one
hour. When
overwhelmed by air, these
quasi elementals
become spherical in shape,
and their
armor class increases to
AC ?4. They may
still attack normally (ramming
a target
with their forcelike bodies),
but cannot
use their special attack.
Air-using spells can destroy
a Vacuum
quasi elemental only if the
level of the
caster (or hit dice of the
monster) is
greater than that of the
Vacuum quasi
elemental. If attacked in
such a fashion,
the Vacuum quasi elemental
is allowed a
saving throw vs. death magic;
if this succeeds,
it is unharmed by the attack.
If the
saving throw fails, the Vacuum
quasi elemental
is destroyed. A gust of wind
cast
by a lst-level magic-user
has no effect on a
6-HD Vacuum quasi elemental,
but a 7-HD
djinn could destroy it. Vacuum
quasi elementals
are subject to magical attacks,
but
require + 1 or better magical
weapons to
be damaged.
Nature may abhor a vacuum,
but magicusers
find these airless creatures
useful as
both protectors and laboratory
aides (they
may provide an environment
without dust
by removing the air that
keeps the dust
suspended). As such, they
are valued
when encountered on the Prime
Material
planes. This rarely occurs,
as most which
survive are those locked
in some airtight
compartment which they have
drained of
air, or (it is rumored) in
the spaces
between the planets and stars.
FREQUENCY: Very rare (Common)
NO. APPEARING: 1-3 (1-8)
ARMOR CLASS: ? 1
MOVE: 12”
HIT DICE: 6, 9, or 12
% IN LAIR: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 + 1 hp/HD
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
ALIGNMENT: Neutral (chaotic)
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: VII/ 1,000
+ 15 per hp
Dust quasi elementals are
the living
embodiment of disintegration,
the breaking
down of all solid matter.
They are
rarely found in the Prime
Material plane,
and then only in desertlike
regions where
the winds have pulverized
most of the
earth to sand.
Dust quasi elementals appear
as billow-
ing clouds of dust, dominated
by brighter
motes which are collected int othe "eyes"
of the creature. The quasi elemental can
inflict damage in normal combat, but also
can engulf an opponent on a roll of 19 or
better on 1d20 (regardless of magical
protections of the target). An engulfed
creature suffers the effects of the dimension of
Dust: the loss of 2-12 HP per round from
the atomic bonding of the body being
broken down and driven apart. If the
attack takes place in the dimension of Dust,
the effects are doubled. The engulfed
creature can only escape by killing the
Dust quasi elemental, though the quasi
elemental takes the brunt of all outside
attacks, like living armor which kills its
wearer.
In addition, a Dust quasi elemental can
blow parts of its body up
to 40? away,
creating a blinding sandstorm.
Those
which may be affected by
the storm must
save vs. wands or be blinded
for 1-10
rounds, and take 1-2 hp damage
per hit
die of the creature.
One of the most dangerous
of the negative
quasi elementals, the Dust
quasi elemental
mental may be affected by normal weapons
and magic. An individual
engulfed by
an elemental may inflict
2-12 hp damage
merely by his struggles each
round.
Dust quasi elementals are considered
quite dangerous, and, unlike
the other
quasi elementals, tend to
be avoided and
not captured or magically
enslaved. One
reason for this is that,
unlike other quasi
elementals and elementals,
these creatures
attempt to seek out the ones
who have
enslaved them and slay them.
Salt quasi elementals appear
in a variety
of forms, but their most
common form is
that of a long, huge, white
lizard, like a
wingless, rime-encrusted
white dragon.
They are found only rarely
on the Prime
Material plane, and then
only in places of
extreme dryness, like the
floor of an evaporated
lake or the salt flats bordering
a
dead sea.
Salt quasi elementals absorb
all available
moisture in an area 80? in
radius around
the creature. This inflicts
2-12 hp damage
per round to all creatures
which are made
primarily of water (including
most creatures
of the elemental plane of
Water, as
well as humans and similar
animal life).
It is possible to overload
the amount of
water a Salt quasi elemental
can take in.
Full immersion in water (dumping
it into
a large lake) causes the
creature to save
vs. death magic or explode.
Such an
explosion causes all within
30? to suffer
an attack equal to the level
of the monster
?s hit dice. Those struck
in this attack
take 1-8 hp damage from shards
of salt.
Water-based magics have a
similar effect
only if the magic-user or
cleric casting
the spell is of higher level
than the total
hit dice of the quasi elemental.
When this
is not the case, or when
small amounts of
water (such as natural rain
or fog) are
present, the effects are
merely absorbed
by the creature.
Salt quasi elementals are
unaffected by
fire spells and weapons of
less than + 1
magical enchantment. These
creatures are
often prized by researchers,
who use
them to reduce the effects
of water damage
in underground libraries.
DECEMBER 1987