Converting Planescape monsters

Cleon

Legend
Quasielemental, Negative - Salt

I couldn't remember if (or where) we'd already got this creature's stats posted on this thread, but thought it made sense to post them again.

Eyeballing it, the standard elemental it looks closest too is the Earth Elemental, since it's a solid & slow moving being.

The moisture absorbing aura is its only special attack, but it ought to be a fairly nasty one.

Oh, the above is the Planescape Monstrous Compendium III (1998) version. There's also a 1st edition version from Dragon #128 (1987).

I might as well add that to the original stats post.
 

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freyar

Extradimensional Explorer
You did in fact have all the quasi-elementals in a couple of very long posts way back.

I'll agree to basing these on the earth elemental stats.

I thought we had a "dessicating aura" or something in a previous conversion, but I'm not finding it. Maybe it's in one of the 3.5 Monster Manuals. But I did find this in the CC:

Scorched One said:
Dehydrating Touch (Su): The scorched one's touch drains moisture from the body of living creatures, dealing 1d6 points of damage. This drain is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage.

Some of the wording might be helpful. EDIT: the P'oh has a similar attack to the Scorched One, just not quite the aura we want.
 

Cleon

Legend
I thought we had a "dessicating aura" or something in a previous conversion, but I'm not finding it. Maybe it's in one of the 3.5 Monster Manuals. But I did find this in the CC:

Some of the wording might be helpful. EDIT: the P'oh has a similar attack to the Scorched One, just not quite the aura we want.

If I recall correctly there's also a "Mumia" creature in Ghostlight that has dessication attack, but that's also delivered by touch.

It'll likely be quicker statting it up from scratch than trying to find a dessicating aura special attack we have a vague recollection of.
 

freyar

Extradimensional Explorer
Yes, I agree, especially since I'm away from books where we might find a similar aura for a few weeks. But it seems like it should be untyped damage. I'd suggest variable range and damage based on quasi-elemental size. Here's a start.

Dessicating Aura (Su?): The body of a salt quasi-elemental draws moisture out of its environment. Any creature near a salt quasi-elemental takes damage each round that it remains within range, as in the following table. This drain is especially devastating to water elementals and plant creatures, which take damage as if the quasi-elemental were one size larger.
 

Cleon

Legend
Yes, I agree, especially since I'm away from books where we might find a similar aura for a few weeks. But it seems like it should be untyped damage. I'd suggest variable range and damage based on quasi-elemental size. Here's a start.

Dessicating Aura (Su?): The body of a salt quasi-elemental draws moisture out of its environment. Any creature near a salt quasi-elemental takes damage each round that it remains within range, as in the following table. This drain is especially devastating to water elementals and plant creatures, which take damage as if the quasi-elemental were one size larger.

Hmm, wouldn't mean we'd have to include a "larger than Monolith" row for dessication damage to water or plant creatures?

I'd be more in favour of having it do larger damage dice to vulnerable creatures, similar to how horrid wilting does 1d6/CL to living creatures but 1d8/CL to water elementals and plant creatures.

Actually, horrid wilting should serve as a decent model for this ability.

I'm not sure about making the damage automatic, how about allowing a Fort save for half damage?
 

freyar

Extradimensional Explorer
Dessicating Aura (Su): The body of a salt quasi-elemental draws moisture out of its environment. Any creature near a salt quasi-elemental takes damage each round that it remains within range, as in the following table. This drain is especially devastating to water elementals and plant creatures, which take damage of one larger die size. Creatures that succeed at a Fortitude save take 1/2 damage; the save DC is Constitution-based.


How's that for you?
 

Cleon

Legend
Dessicating Aura (Su): The body of a salt quasi-elemental draws moisture out of its environment. Any creature near a salt quasi-elemental takes damage each round that it remains within range, as in the following table. This drain is especially devastating to water elementals and plant creatures, which take damage of one larger die size. Creatures that succeed at a Fortitude save take 1/2 damage; the save DC is Constitution-based.

How's that for you?

It could do with some tidying up, but the basics are sound.

EDIT: I've started having second thoughts about the Fort save, since the original monster's desiccation didn't have a save nor did we give our Ash Quasi conversion's Chilling Aura a save. I'll leave it in for the time being.

Shouldn't the aura only affect living creatures like horrid wilting does? Although I could see it affecting non-living beings that are mostly liquid, like an undead formed of blood or a water construct.

If we're using a table, we could have separate columns for regular targets and vulnerable targets.

We also need a radius of effect and we might as well include a DC.

How's this:

Dessicating Aura (Su): A salt quasi-elemental constantly drains moisture from its surrounding. Any creature that is vulnerable to dehydration takes damage at the end of every round they remain within the aura's area of effect, with a Fortitude save for half damage [?]. This dessication is especially devastating to water elementals and plant creatures, who take increased damage from the aura. The table below details the effects of the dessication aura of all sizes of salt quasi-elementals. The save DCs are Constitution-based.

Size of Salt
Quasi-Elemental
Aura
Radius
Fort
Save
Standard
Damage
Damage to
Plant or Water creatures
Small5 ft.DC ?1d82d6
Medium10 ft.DC ?2d43d4
Large20 ft.DC ?2d63d6
Huge30 ft.DC ?2d83d8
Greater30 ft.DC ?2d103d10
Elder30 ft.DC ?2d123d12
Monolith40 ft.DC ?4d66d6
 
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Cleon

Legend
Salt Quasi-Elemental Working Draft

Quasi-Elemental, Negative, Salt

Salt Quasi-Elemental, Small
Small Elemental (Extraplanar)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 15 ft. (3 squares)
Armor Class: 18 (+1 size, +7 natural), touch 11, flat-footed 18
Base Attack/Grapple: +0/–1
Attack: Slam +4 melee (1d6+4)
Full Attack: Slam +4 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Desiccating aura, death throes
Special Qualities: Darkvision 60 ft., elemental traits, immunity to fire, negative adaptation, susceptibility to water
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 16, Dex 10, Con 12, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +2
Feats: Power Attack
Environment: Quasi-Elemental Plane of Salt (see text)
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 2 HD (Small)
Level Adjustment:

Salt Quasi-Elemental, Medium
Medium Elemental (Extraplanar)
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 15 ft. (3 squares)
Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple: +2/+6
Attack: Slam +6 melee (1d8+6)
Full Attack: Slam +6 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Desiccating aura, death throes
Special Qualities: Darkvision 60 ft., elemental traits, immunity to fire, negative adaptation, susceptibility to water
Saves: Fort +6, Ref +2, Will +1
Abilities: Str 18, Dex 12, Con 16, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +3
Feats: Cleave, Power Attack
Environment: Quasi-Elemental Plane of Salt (see text)
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 4–5 HD (Medium)
Level Adjustment:

Salt Quasi-Elemental, Large
Large Elemental (Extraplanar)
Hit Dice: 6d8+24 (51 hp)
Initiative: +2
Speed: 15 ft. (3 squares)
Armor Class: 21 (–1 size, +2 Dex, +10 natural), touch 11, flat-footed 20
Base Attack/Grapple: +4/+14
Attack: Slam +9 melee (2d8+6)
Full Attack: 2 slams +9 melee (2d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Desiccating aura, death throes
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to fire, negative adaptation, susceptibility to water
Saves: Fort +9, Ref +4, Will +2
Abilities: Str 22, Dex 14, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +4, Spot +5
Feats: Cleave, Great Cleave, Power Attack
Environment: Quasi-Elemental Plane of Salt (see text)
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 7–11 HD (Large)
Level Adjustment:

Salt Quasi-Elemental, Huge
Huge Elemental (Extraplanar)
Hit Dice: 12d8+60 (114 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 22 (–2 size, +3 Dex, +11 natural), touch 11, flat-footed 19
Base Attack/Grapple: +9/+25
Attack: Slam +15 melee (2d10+8)
Full Attack: 2 slams +15 melee (2d10+8)
Space/Reach: 15 ft./15 ft.
Special Attacks: Desiccating aura, death throes
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to fire, negative adaptation, susceptibility to water
Saves: Fort +13, Ref +7, Will +6
Abilities: Str 26, Dex 16, Con 20, Int 6, Wis 11, Cha 11
Skills: Listen +9, Spot +10
Feats: Alertness, Cleave, Great Cleave, Iron Will, Power Attack
Environment: Quasi-Elemental Plane of Salt (see text)
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 13–17 HD (Huge)
Level Adjustment:

Salt Quasi-Elemental, Greater
Huge Elemental (Extraplanar)
Hit Dice: 18d8+90 (171 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 23 (–2 size, +3 Dex, +12 natural), touch 11, flat-footed 20
Base Attack/Grapple: +13/+30
Attack: Slam +20 melee (2d10+9)
Full Attack: 2 slams +20 melee (2d10+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Desiccating aura, death throes
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to fire, negative adaptation, susceptibility to water
Saves: Fort +16, Ref +9, Will +8
Abilities: Str 28, Dex 16, Con 20, Int 8, Wis 11, Cha 11
Skills: Listen +12, Spot +13
Feats: Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack
Environment: Quasi-Elemental Plane of Salt (see text)
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 19–23 HD (Huge)
Level Adjustment:

Salt Quasi-Elemental, Elder
Huge Elemental (Extraplanar)
Hit Dice: 24d8+120 (228 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 24 (–2 size, +3 Dex, +13 natural), touch 11, flat-footed 21
Base Attack/Grapple: +18/+36
Attack: Slam +26 melee (2d10+10/19-20)
Full Attack: 2 slams +26 melee (2d10+10/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Desiccating aura, death throes
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to fire, negative adaptation, susceptibility to water
Saves: Fort +19, Ref +11, Will +10
Abilities: Str 30, Dex 16, Con 20, Int 10, Wis 11, Cha 11
Skills: Listen +15, Spot +16
Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improves Sunder, Iron Will, Power Attack
Environment: Quasi-Elemental Plane of Salt (see text)
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 25–48 HD (Huge)
Level Adjustment:

Salt Quasi-Elemental, Monolith
Gargantuan Elemental (Extraplanar)
Hit Dice: 36d8+255 (417 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 28 (–4 size, +2 Dex, +20 natural), touch 8, flat-footed 26
Base Attack/Grapple: +27/+54
Attack: Slam +39 melee (6d8+15/19-20)
Full Attack: 2 slams +39 melee (6d8+15/19-20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Desiccating aura, death throes
Special Qualities: Damage reduction 15/–, darkvision 60 ft., elemental traits, immunity to fire, negative adaptation, susceptibility to water
Saves: Fort +27, Ref +14, Will +16
Abilities: Str 40, Dex 14, Con 24, Int 12, Wis 15, Cha 17
Skills: Listen +23, Spot +24
Feats: Alertness, Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Natural Attack (slam), Improves Sunder, Iron Will, Power Attack, Snatch, Weapon Focus (slam)
Environment: Quasi-Elemental Plane of Salt (see text)
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually neutral
Advancement: 37–54 HD (Gargantuan)
Level Adjustment:

A lizard-shaped mass of sparkling white crystals. Its vaguely draconic limbs and head are formed from clumped-together cubes of clear white mineral, giving the creature large blocky fists for feet.

Salt quasi-elementals inhabit the Quasi-Elemental Plane of Salt, which is formed from the junction of the Negative Energy Plane and the Elemental Plane of Water. They can appear in many forms, but most commonly resemble a wingless dragon sculpted from salt as described above.

These creatures have little interest in leaving their home plane, but are sometimes summoned to other planes by spellcasters wishing to exploit their powers of dehydration. Salt quasi-elementals absorb water from anything near them, but explode in jagged shards if they absorb too much. They are mostly solitary creatures who are satisfied to wander the Quasi-Elemental Plane of Salt absorbing the small amounts of liquid that leak over from the Elemental Plane of Water.

A salt quasi-elemental has the same height and weight as an earth elemental of the same size.

COMBAT
Salt quasi-elementals attack with smashing blows from whatever appendages their body might possess. Their dessicating aura may be at least as dangerous as their physical attacks, especially against plant creatures.

Dessicating Aura (Su): A salt quasi-elemental constantly drains moisture from its surrounding. Any creature that is vulnerable to dehydration takes damage at the end of every round they remain within the aura's area of effect. This dessication is especially devastating to water elementals and plant creatures, who take increased damage from the aura. The table below details the effects of the dessication aura of all sizes of salt quasi-elementals.

Size of Salt
Quasi-Elemental
Aura
Radius
Standard
Damage
Damage to
Plant or Water creatures
Small5 ft.1d82d6
Medium10 ft.2d43d4
Large20 ft.2d63d6
Huge30 ft.2d83d8
Greater30 ft.2d103d10
Elder30 ft.2d123d12
Monolith40 ft.4d66d6
Death Throes (Su): When a salt quasi-elemental dies in humid conditions (which always occurs if it is slain by a water-based attack), it explodes in a burst of jagged lumps of salt that does bludgeoning damage as detailed in the table below. A successful Reflex save halves the damage.

Size of Salt
Quasi-Elemental
Radius
of Burst
Bludgeoning
Damage
Reflex
Save
Small5 ft.2d6DC 12
Medium10 ft.2d8DC 14
Large20 ft.4d6DC 17
Huge30 ft.4d8DC 21
Greater30 ft.6d6DC 24
Elder30 ft.6d8DC 27
Monolith40 ft.8d6DC 35
Susceptibility to Water (Ex): A salt quasi-elemental takes half again as much damage (+50%) when injured by a water-based attack. In addition, if a salt quasi-elemental enters a body of water its own size or larger, it must succeed at a DC 20 Constitution check at the end of each round it is immersed or it explodes, dying in a burst of salt shards. See Death Throes for the effects of this explosion.

Negative Adaptation (Ex): Salt quasi-elementals do not lose hit points or need to make Fortitude saves due to being in a negative-dominant environment.

The Salt Quasielemental first appeared in Dragon #128 (1987).
 
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