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Normal Plasm

by Jamie Baty

IM1 39, RC 200
Medium Elemental (Air, Earth, Fire, or Water)
Hit Dice: 6d8+18 (45 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares), fly* 10 ft. (average), burrow** 5 ft. (1 square), swim*** 10 ft. (2 squares)
Armour Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple: +4/+7
Attack: Claw +7 melee (2d6 +3)
Full Attack: Claw +7 melee (2d6 +3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Elemental cloud
Special Qualities: Damage reduction 15/epic, darkvision 60ft., elemental feeding, elemental traits, immunity to non-magical weapons, planar drain
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 16, Dex 12, Con 17, Int 8, Wis 8, Cha 6
Skills: Hide +1****, Listen +5, Spot +5
Feats: Alertness, Cleave, Power Attack
Environment: Ethereal or Associated Elemental Plane
Organisation: Solitary, Pair, Gang (2-5), or Patrol (5-20)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-11 HD (Medium)
Level Adjustment: -
* - Air Plasms only.
** - Earth Plasms only.
*** - Water Plasms only.

Plasms are hideous skeletons composed of solid ether and raw elemental matter; they are usually encountered on the Ethereal Plane or their respective Elemental Planes, but can be brought to the Prime Material Plane through planar gates.
Four types of plasms exist: earth, air, fire, and water. Normal plasms are human-sired. Fire plasms appear as charred skeletons with flames constantly playing across the surface of the bones. The bones of a water plasm appear to be solid water, though the bones seem to bend and waver as the thing moves. Air plasms are transparent skeletons whose forms are discernible only when they move. Earth plasms appear most like normal skeletons except for the unsightly clumps of gooey black dirt that hang from the bleached bones. All plasms have glowing yellow eyes with a sinister glare.
Plasms are able to communicate with any intelligent creature, and each type has its own distinctive voice. Earth plasms talk with a deep rumble; air plasms practically whistle their words; fire plasms hiss and crackle; water plasms talk in gurgles.
Plasms exist as renegades on the elemental Planes, refusing to subordinate themselves to any of the Elemental Lords. Normal elementals hate plasms and attack them on sight. Plasms have no society and no order. They come and go as they wish, cooperating with or betraying others as desired.
A new plasm is 'born" when an ethereal storm gets too close to the border of an elemental plane. The storm extracts some of the material and fuses it with ether into a plasm.

Plasms attack opponents on sight using their two clawed hands. Normally, a plasm uses its elemental cloud attack to give it cover so it can flee. However, if it has gained a significant number of temporary HD, it will have no problem using it offensively to help strike down its foes.

Elemental Cloud (Su): Once every 10 minutes, a plasm may sacrifice 10 hp to create an elemental cloud based on its type (air- electricity, earth- acid, fire- fire, water- cold/ice). This cloud causes 20 hp damage per round to all creatures within a 30ft radius of the plasm (Fortitude save vs DC 16, Con based, for half damage). The cloud lasts for 1d6 rounds and does not move.

Damage Reduction (Su): A plasm has damage reduction of 15/epic.

Elemental Feeding (Su): Plasms gain strength and healing from the plasm's associated elements and spells related to the elements. Every round a plasm feeds on its element, it regenerates 1 hp.
In addition, if the plasm is hit by a spell with the same descriptor as its elemental subtype (i.e. a fire plasm hit with a fireball), it gains HD equal to the caster's level. The plasm gains all of the benefits of the new HD (they don't change the plasm's size). These new HD last for 3d6 rounds, and any damage inflicted to the plasm is subtracted from the temporary HD first.

Immunity to Non-Magical Weapons (Ex): A plasm takes no damage from non-magical weapons. They may still be damaged by non-magical natural attacks, and by magical weapons (subject to damage reduction.)

Planar Drain (Ex): A plasm not on the Ethereal Plane or it associated elemental plane loses 1 HD per round until it vanishes.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Elementals do not eat, sleep, or breathe.

Elemental Subtypes: Plasms have all of the qualities of their associated elemental subtype.

Skills: **** Air Plasms have a +10 racial bonus to all Hide skill checks. This increases to +20 if the air plasm is not moving.