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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.

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Previous Message: Re: Converting a ship of caos (reloaded) + monsters adaptable to outer space (vacuum)
Next Message: Re: Note on helms and reversed gravity
Month Index: March, 2007

SubjectFromDate (UTC)
Creatures for outer space (Vacuum quasielemental)    The Selin    08 Mar 2007 18:08:11
Re: Creatures for outer space (Vacuum quasielemental)    Loki    09 Mar 2007 01:00:31

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