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by Igor Calija

Medium Elemental (Extraplanar)
Hit Dice: 6d8+12 (39 hp)
Initiative: +3
Speed: 30 ft.
Armour Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
BAB/Grapple: +4/+7
Attack: Claw +7 melee (1d6+3)
Full Attack: 2 claws +7 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Elemental cloud
Special Qualities: Darkvision 60 ft., elemental traits, fast healing 3, immunities
Saves: Fort +7, Ref +8, Will +5
Abilities: Str 17, Dex 16, Con 14, Int 8, Wis 12, Cha 11
Skills: Listen +5, Spot +6
Feats: Improved Initiative, Iron Will, Power Attack
Environment: Ethereal Plane
Organisation: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral evil
Advancement: 9-12 HD (Medium); 13-18 HD (Large); 19-24 HD (Huge)
Level Adjustment: -

This creature looks like a leatherhead's idea of an undead elemental - a humanoid skeleton wreathed in element matter.

Born in the furious maelstrom of an ether cyclone spinning to close to an ethereal curtain of an elemental plane, a plasm is a malicious creature of stable ether and raw elemental matter. Owing allegiance to no one and nothing, plasms are renegades who seem primarily interested in bringing pain and death to those who cross their wandering paths through the Deep Ethereal. Thankfully, plasms are unable to survive on other planes for extended periods of time.

A plasm is a passionate, but not overly clever combatant. It typically creates an elemental cloud and wades into melee.

Elemental Cloud (Ex): Once per minute, as a full-round action, a plasm can create a cloud composed of a mixture of all four basic elements. The cloud is a 30-ft. emanation centred on the plasm, and lasts for 1d6 rounds. All creatures in the cloud have concealment (20% miss chance), but they also take 5d6 points of damage per round (combined acid, cold, electricity, and fire), with a DC 15 Reflex save allowed for half damage. The plasm is immune to this damage. The save DC is Constitution-based.

Elemental Traits (Ex): Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking.

Fast Healing (Ex): A plasm heals 3 points of damage per round, provided it is still alive and at least one of the following conditions is met:
- Exposed to moving air, be it a breeze, a draft, or a spell effect.
- Exposed to rain or submerged up to its waist in water.
- Touching a flame at least as large as a torch.
- Underground or buried up to its waist in earth.

Immunities (Ex): In addition to the immunities common to all creatures of the elemental type, plasms are immune to acid, cold, electricity, and fire damage. They are also immune to all spells, spell-like, and supernatural effects with an elemental descriptor (air, earth, fire, or water).

Converted from A Guide to the Ethereal Plane.