| Radiance Quasi-Elemental | - | Steam Quasi-Elemental | - | Mineral Quasi-Elemental |
| Advanced Dungeons & Dragons | - | Dragon magazine | - | Dragon #125 |
The elemental planes have
their own
native lifeforms, like any
other plane of
existence. In addition to
the creatures that
live in the environments
of those planes
(such as xorn,
wind walkers, marids, and
azer), there are living embodiments
of the
planes themselves. These
?true elementals?
are the creatures that are
summoned and
enslaved by magic-user and
druid spells to
serve mankind. The earth
elemental is no
mere duplicate of an earthly
beast nor a
native of the Plane of Earth,
but a part of
that plane, gifted with intelligence
and
able to roam wild over the
planar terrain
unless brought into service
by spells.
I mention this to separate
the creatures
who live in the elemental
planes from
creatures of the elemental
planes. The
xorn lives in the Plane of
Earth; the earth
elemental is a part of that
plane. This
explains the apparent difference
in abilities
of these creatures when encountered
in the Prime Material plane.
The earth
elemental
of the Monster Manual lacks the
xorn?s molecular adjustment
ability, for
example.
Some of the creatures of the
elemental
planes are explained elsewhere.
The elementals
themselves are detailed in
the
Monster Manual, while
all of the paraelementals
are covered in Monster
Manual
II. The quasi-elemental
planes, however,
have a single representative
noted -- the
lightning
quasi-elemental. The other seven
quasi-elementals will be
covered here in
two parts. This first part
will discuss
beings of the other three
quasi-elemental
planes which exist on the
border between
the elemental planes and
the Positive
Material plane -- steam,
radiance, and
minerals. A second article
will cover creatures
of quasi-elemental planes
that border
the Negative Material plane
-- dust,
ash, vacuum, and salt.
These creatures are the "pure"
elemental
forces of their planes. Creatures
as
detailed in Manual of
the Planes do live
there, with the special abilities
as noted in
Appendix
II. These, though, are the living
embodiments of those planes.
Quasi-elementals may be rarely
found in
the Prime Material plane,
but they appear
with common frequency in
the inner
planes, particularly in their
native quasielemental
planes and in the elemental
planes adjacent to their
home planes. It
has been surmised that these
creatures
have the ability to withstand
the effects of
the Positive and Negative
Material plane,
though this is unproven.
Each quasielemental
may be of small, medium,
or
large size. The size of a
quasi-elemental
depends on where it is found:
| 1d100 | Prime Material dimension | Inner dimension |
| 01-60 | Small | Large |
| 61-90 | Medium | Medium |
| 91-00 | Large | Small |
Lightning
quasi-elementals have been
covered in Monster Manual
II (page 103).
In the Plane of Lightning,
these creatures
are common and appear in
numbers of
1-6. Also, several of the
more powerful
mages have found a use for
these creatures
as the power source for their
exotic
artifacts.
[The rings
of quasi-elemental command
from DRAGON®
issue #120, pages 33-34,
would be especially useful
with these
creatures.]
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 doublearched
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 quasielemental.
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 indi
go 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
quasielemental.
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.
FREQUENCY: Very rare
NO. APPEARING: 1 (1-6)
ARMOR CLASS: 2
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: L
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: VII/1,000
+ 15 per hp
Steam quasi-elementals are
very rare in
the Prime Material plane
and are only
found in areas of highly
agitated water,
such as the base of waterfalls,
in geyser
pools, and in areas where
the ocean surf
strikes rocks. Steam quasi-elementals
look
much like transparent, ghostlike
water
elementals.
True steam quasi-elementals
(as opposed
to the other lifeforms found
on that quasielemental
plane) can control their
internal
temperature, changing their
substance
from freezing cold fogs to
scalding steam.
Their method of attack involves
engulfing
their victims, enclosing
a cubic area of up
to 60? on a side. They then
inflict 1d6 + 1
hp/HD damage to each creature
within
either a hot or cold cloud.
Steam quasielementals
are intelligent enough to
recognize
if one mode of attack is
not working
and switch to the other.
A device which
protects the user from the
effects of heat
or cold (such as a ring of
warmth) also
protects the user from that
particular
cloud attack form.
Steam quasi-elementals can
fly or move
beneath water at normal movement
rates,
as well as seep through cracks
into small
areas. They cannot be harmed
by spells
which affect weather, temperature,
cold,
or water. They take half
damage from fire
and full damage from electricity.
In the
latter case, however, every
other living
being beneath the steam quasi-elemental?s
cloud must make a saving
throw versus
the effect, suffering half
damage if failing
and no damage if successful.
Steam quasielementals
can only be harmed by + 1
or
better enchanted weapons.
Steam quasi-elementals tend
to be the
most chaotic of the positive
quasielementals
? so much so that even those
mages who have divined methods
of summoning
and containing them have
yet to
find an adequate, safe use
for them.
FREQUENCY: Very rare
NO. APPEARING: 1-3 (1-8)
ARMOR CLASS: 0
MOVE: 6”
HIT DICE: 6, 9, or 12
% IN LAIR: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8 + 2 hp/HD
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
ALIGNMENT: Neutral (chaotic)
SIZE: L
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: VII/1,000
+ 15 per hp
Mineral quasi-elementals are
normally
only encountered deep beneath
the earth,
in veins of gold-bearing
quartz and other
untouched riches. Numerous
dwarven
nations have encountered
these creatures
in the wild, and the dwarves
pay a healthy
respect to their territorial
claims. In the
Plane of Minerals, mineral
quasi-elementals
are more common, which
further increases the peril
of that realm.
Mineral quasi-elementals appear
in a
variety of forms, always
resembling some
crystalline parody of Prime
Material plane
life. Gemlike paladins sit
astride glittering
mounts with lacey wings of
mica next to
huge beasts that look like
carved, animated
dragons with gemlike eyes.
This
mimicry is inexact and unexplained,
as the
creatures do not behave like
the beings
they mimic.
Mineral quasi-elementals have
the ability
to move through stone as
do xorn. In
addition, they have the ability
to regenerate
2 hp damage per round as
long as they
are alive and in contact
with solid, unliving
matter (stone, earth, etc).
Their most dangerous
ability is to merge with
other quasielementals
of their type. Two mineral
quasi-elementals may merge
to form a
single, larger quasi-elemental
of double the
hit dice. The merged creature
can attack
twice per round; each attack
inflicts 2d8
hp damage, plus 1 hp damage
per combined
hit die. In addition, the
merged
quasi-elemental regenerates
4 hp damage
per round. Multiple merges
may occur;
the only limit seems to be
the number of
quasi-elementals in the area.
A reasonable
maximum limit of 100 HD would
be the
greatest merged being ever
encountered.
Mineral quasi-elementals are
affected by
heat, cold, fire, and water.
They cannot be
affected by attacks which
affect solid
objects, nor can they be
petrified or paralyzed.
They take double damage from
acid
attacks. Lightning inflicts
normal damage
but forces a merged mineral
quasielemental
to make a saving throw against
spells or break down immediately
into its
component parts (damage inflicted
on the
merged creature is distributed
equally
among its parts).
Despite their glowing appearance,
the
bodies of mineral quasi-elementals
have
few gems or other valuable
stones. However,
their forms contain a rich
variety of
minerals that would be useful
to sages and
mages, so that a defeated
mineral quasielemental
could fetch a price of up
to 200
gp per HD from a buyer.
SEPTEMBER 1987