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Month Index: March, 2007
From: The Selin <the_selin101us@?????.com> Date: Thu, 8 Mar 2007 12:08:11 -0600 Subject: Re: Creatures for outer space (Vacuum quasielemental)
Continuing with the creatures adaptable to outer space. Behold the vaccum quasielemental, who i found elsewere on internet, with a few additions of myself to adapt it to spelljammer. QUASIELEMENTAL, VACUUM Vacuum Quasielemental, Small Small Elemental (Extraplanar, Negative) Hit Dice: 2d8 (9 hp) Initiative: +1 Speed: Fly 90 ft. (good) Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13 BAB/Grapple: +1/-3 Attack: Slam +3 melee (1d4) Full Attack: Slam +3 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Draw into void Special Qualities: Darkvision 60 ft., elemental traits, natural invisibility Saves: Fort +0, Ref +4, Will +0 Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11 Skills: Listen +2, Spot +3 Feats: Flyby Attack, Weapon Finesse (B) Environment: Quasielemental Plane of Vacuum and Outer Space Organization: Solitary Challenge Rating: 1 Treasure: None Alignment: Usually neutral Advancement: 3 HD (Small) Level Adjustment: Vacuum Quasielemental, Medium Medium Elemental (Extraplanar, Negative) Hit Dice: 4d8+4 (22 hp) Initiative: +7 Speed: Fly 90 ft. (good) Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 BAB/Grapple: +3/+4 Attack: Slam +6 melee (1d6+1) Full Attack: Slam +6 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Draw into void Special Qualities: Darkvision 60 ft., elemental traits, natural invisibility Saves: Fort +2, Ref +7, Will +1 Abilities: Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11 Skills: Listen +3, Spot +4 Feats: Flyby Attack, Improved Initiative, Weapon Finesse (B) Environment: Quasielemental Plane of Vacuum and Outer Space Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Usually neutral Advancement: 5-7 HD (Medium) Level Adjustment: Vacuum Quasielemental, Large Large Elemental (Extraplanar, Negative) Hit Dice: 8d8+24 (60 hp) Initiative: +8 Speed: Fly 90 ft. (good) Armor Class: 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12 BAB/Grapple: +6/+12 Attack: Slam +9 melee (1d8+2) Full Attack: 2 slams +9 melee (1d8+2) Space/Reach: 10 ft./10 ft. Special Attacks: Draw into void Special Qualities: Damage reduction 5/ , darkvision 60 ft., elemental traits, natural invisibility Saves: Fort +5, Ref +10, Will +2 Abilities: Str 14, Dex 19, Con 16, Int 6, Wis 11, Cha 11 Skills: Listen +5, Spot +6 Feats: Combat Reflexes, Flyby Attack, Improved Initiative, Weapon Finesse (B) Environment: Quasielemental Plane of Vacuum and Outer Space Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Usually neutral Advancement: 9-15 HD (Large) Level Adjustment: Vacuum Quasielemental, Huge Huge Elemental (Extraplanar, Negative) Hit Dice: 16d8+64 (136 hp) Initiative: +10 Speed: Fly 90 ft. (good) Armor Class: 18 (-2 size, +6 Dex, +4 natural), touch 14, flat-footed 12 BAB/Grapple: +12/+23 Attack: Slam +16 melee (2d6+3) Full Attack: 2 slams +16 melee (2d6+3) Space/Reach: 15 ft./15 ft. Special Attacks: Draw into void Special Qualities: Damage reduction 5/ , darkvision 60 ft., elemental traits, natural invisibility Saves: Fort +9, Ref +18, Will +5 Abilities: Str 16, Dex 23, Con 18, Int 6, Wis 11, Cha 11 Skills: Listen +11, Spot +12 Feats: Alertness, Combat Reflexes, Flyby Attack, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Finesse (B) Environment: Quasielemental Plane of Vacuum and Outer Space Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Usually neutral Advancement: 17-20 HD (Huge) Level Adjustment: Vacuum Quasielemental, Greater Huge Elemental (Extraplanar, Negative) Hit Dice: 21d8+84 (178 hp) Initiative: +11 Speed: Fly 90 ft. (good) Armor Class: 20 (-2 size, +7 Dex, +5 natural), touch 15, flat-footed 13 BAB/Grapple: +15/+27 Attack: Slam +20 melee (2d8+4) Full Attack: 2 slams +20 melee (2d8+4) Space/Reach: 15 ft./15 ft. Special Attacks: Draw into void Special Qualities: Damage reduction 10/ , darkvision 60 ft., elemental traits, natural invisibility Saves: Fort +11, Ref +21, Will +9 Abilities: Str 18, Dex 25, Con 18, Int 8, Wis 11, Cha 11 Skills: Listen +14, Spot +14 Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Finesse (B) Environment: Quasielemental Plane of Vacuum and Outer Space Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Usually neutral Advancement: 22-23 HD (Huge) Level Adjustment: Vacuum Quasielemental, Elder Huge Elemental (Extraplanar, Negative) Hit Dice: 24d8+96 (204 hp) Initiative: +12 Speed: Fly 90 ft. (good) Armor Class: 21 (-2 size, +8 Dex, +5 natural), touch 16, flat-footed 13 BAB/Grapple: +18/+31 Attack: Slam +24 melee (2d8+5) Full Attack: 2 slams +24 melee (2d8+5) Space/Reach: 15 ft./15 ft. Special Attacks: Draw into void Special Qualities: Damage reduction 10/ , darkvision 60 ft., elemental traits, natural invisibility Saves: Fort +12, Ref +24, Will +10 Abilities: Str 20, Dex 27, Con 18, Int 8, Wis 11, Cha 11 Skills: Listen +15, Spot +16 Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Weapon Finesse (B) Environment: Quasielemental Plane of Vacuum and Outer Space Organization: Solitary Challenge Rating: 11 Treasure: None Alignment: Usually neutral Advancement: 25-48 HD (Huge) Level Adjustment: The sound of rubbery, flapping skin betrays nearby creature movement, but you are unable to spot anything in the dark. Quasielementals are creatures formed from the disruptive influence of negative or positive energy on elemental matter. They are native to the border areas between an Energy plane and an Elemental plane, the so- called "quasiplanes of Ash, Dust, Salt, Vacuum" (on the negative side) and Lightning, Mineral, Radiance, Steam (on the positive side). Quasielementals are rare beings, and often looked down upon by denizens of the Inner Planes as lesser, corrupted versions of true elementals. Vacuum quasielementals are the rarest of the four types, creatures that embody the absence of all matter. These naturally invisible elementals commonly dwell in the areas where even Elemental Air gives way to nothingness spawned by Negative Energy. Xenophobic and introvert, the vacuum quasielementals keep to their own and attack all intruders. Vacuum quasielementals speak Auran, though they rarely choose to do so. They weigh next to nothing. COMBAT A vacuum quasielemental slams foes with its shapeless body, and uses its draw into void ability to exhaust them. Draw into Void (Su): As a standard action, a vacuum quasielemental can draw all the surrounding air into itself. An area of 60 ft. around it is treated as under a gust of wind effect directed toward the quasielemental for as long as the creature maintains the effect. In addition, one round after the quasielemental creates the effect all creatures within the area become unable to breathe. A creature that has no air to breathe can hold its breath for 2 rounds per point of Constitution. After this period of time, it must make a DC 10 Constitution check in order to continue holding its breath. The check must be repeated each round, with the DC increasing by +1 for each previous success. When the creature fails one of these Constitution checks, it begins to suffocate. In the first round, it falls unconscious (0 hit points). In the following round, it drops to -1 hit points and is dying. In the third round, it suffocates. A vacuum quasielemental can continually use its draw into void ability for up to 2 minutes at a time. A Fortitude save is allowed to negate the effects of gust of wind (DC varies, see table below), but not the suffocation effect. The save DCs are Constitution-based. Elemental Traits (Ex): Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking. Natural Invisibility (Su): This ability is constant, allowing a vacuum quasielemental to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell. Vacuum Quasielemental Sizes Size/ Height/ Save DC (Draw Into Void) Small/ 4 ft./ 11 Medium/ 8 ft./ 13 Large /16 ft./ 17 Huge/ 32 ft./ 22 Greater/ 36 ft./ 24 Elder/ 40 ft. / 26 In spelljammer Vacuum quasielementals are reported recently in outer space and sages suggested that some inexplicable shipwrecks in outer space was caused by them, too. Their ability draw in the void is particulary nasty for spelljammer ships because it can suck out the air of a spelljammer ship. (roll separately for the spelljammer and for the creatures in them, if the ship fails then all creatures in the area of effect are automatically affected and this part of air of the ship are loss forever). Some alien and xenophobic races, such as certain beholders and undeads are used to mine sectors with this creatures, summoning them directly from the quasielemental plane of vacuum. /// So nobody can say nothing can live in outer space or something like is "geofantasticly imposible" that a creature can live in outer space. __________________________________________________ Correo Yahoo! Espacio para todos tus mensajes, antivirus y antispam ¡gratis! Regístrate ya - http://correo.espanol.yahoo.com/
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Month Index: March, 2007
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Creatures for outer space (Vacuum quasielemental) | The Selin | |||
| Re: Creatures for outer space (Vacuum quasielemental) | Loki |