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Plasm, Greater

by Sheldon Morris

A plasm looks like a human- or giant sized skeleton made of elemental and ethereal matter. There are four types of plasm; one for each of elements of air, earth, fire, and water. A plasm is made of a combination of elemental material and ectoplasm (solid ether). It cannot safely exist on any plane except the Ethereal, or interplaner portal or wormhole, where it may sometimes be encountered.


Large elemental, chaotic neutral
Armour Class 17 (ethereal armor)
Hit Points 68 (8d10 + 24)
Speed 30 ft.
20 (+5)|12 (+1)|17 (+3)|8 (-1)|10 (+0)|12 (+1)
Damage Resistances force
Damage Immunities poison, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities poisoned
Senses passive Perception 10
Languages -----
Challenge 6 (2,300 XP)

Ethereal Dependant. At the start of each of the plasm's turns, if it is not on the Ethereal Plane or in an inter-planar portal, it takes 4 (1d10) force damage and its hit point maximum is reduced by an amount equal to the force damage taken.

Elemental Absorption. Whenever the plasm is subjected to the following damage - thunder damage against an air plasm; bludgeoning, piercing, or slashing damage against an earth plasm; fire damage against a fire plasm; acid damage against a water plasm - it takes no damage. Instead, its hit point maximum is increased, and hit points are regained, by an amount equal to the damage.


Multiattack. The plasm makes two claw attacks.

Claws. Melee Weapon Attack: +8 to hit, range ft., one target.
Hit: 19 (4d6 + 5) slashing damage.

Ether-Elemental Cloud (Recharge 6). The plasm creates a 15-foot-radius sphere of ether-elemental cloud based on its type, centered on the plasm. Each creature within the cloud takes 34 (6d10) force damage, including the plasm, although it has resistance to force damage. Afterward, when a creature enters the cloud's area for the first time on a turn or start's its turn there, that creature must make a DC 15 Constitution saving throw, taking 16 (3d10) force damage on a failed save, or half that amount if successful. The cloud is composed of the element matching the plasm's type and lasts for 3 rounds. The cloud does not move and its area is lightly obscured. The plasm normally reserves this action for when it wants to flee.

[Design Note: The Greater Plasm should actually have been a CR 5 creater if I went strictly by my conversion guide, but I just couldn't get it down the that level and not feel too close to the lesser version. One or more of its HD or strength or other aspect would be too close to the lesser's that it didn't feel right. So we end up with a (possibly) slightly more powerful version in 5E than in the RC.]