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Plasm

by John Walter Biles

Plasms are elemental creatures which resemble human skeletons made of elemental matter. They heal swiftly when in contact with their element. They are usually only found on the Elemental Planes.

Lesser Plasm, Level 6 Soldier
Medium elemental humanoid (one element*) XP 250
Initiative +8 Senses Perception +11
Elemental Regeneration 5*
HP 75; Bloodied 37
AC 22; Fortitude 19, Reflex 18, Will 18
Immune Disease and Poison
Resist Special 10*
Speed 6
m Claws (standard; at-will)
+13 vs. AC; 1d10+4 (damage type is same as their elemental nature).
Twin Claw Attack (standard; Refresh 4-6)
The Lesser Plasm makes 2 Claw attacks
Elemental Protection
+2 to all defences when surrounded by their element.
Elemental Nature
Plasms are attuned to one of the following: Acid, Cold, Fire, Force, Lightning, Thunder and resist it at 10. They also regenerate 5 HP a turn when in contact with that element. (If hit by that element, they regenerate 5 HP as a free action on their next turn if not already in contact with their element.)
Alignment Chaotic Evil Languages Primordial
Str 18 (+7) Dex 16 (+6) Wis 16 (+6)
Con 18 (+7) Int 8 (+2) Cha 16 (+6)

Not the sharpest tools in the Elemental shed, Lesser Plasms basically spend their time marauding about provoking other creatures into killing them. Stronger, smarter creatures sometimes form them into war parties to use to turn loose on their foes. Most live in the Elemental Planes, but sometimes other beings bring them to the Prime or other places and turn them loose to slash and maraud.

Giant Plasm, Level 12 Soldier
Large elemental humanoid (one element*) XP 700
Initiative +12 Senses Perception +15
Elemental Regeneration 10*
HP 125; Bloodied 62
AC 28; Fortitude 25, Reflex 24, Will 24
Immune Disease and Poison
Resist Special 15*
Speed 9
m Claws (standard; at-will)
Reach 2; +19 vs. AC; 2d6+5 (damage type is same as their elemental nature).
Twin Claw Attack (standard; Refresh 4-6)
The Lesser Plasm makes 2 Claw attacks
Mighty Elemental Strike (standard; Refresh 5-6)
Reach 2; +19 vs. AC; 3d8+5 Elemental Damage and 10 ongoing Elemental Damage
Elemental Protection
+2 to all defences when surrounded by their element.
Elemental Nature
Plasms are attuned to one of the following: Acid, Cold, Fire, Force, Lightning, Thunder and resist it at 15. They also regenerate 10 HP a turn when in contact with that element. (If hit by that element, they regenerate 10 HP as a free action on their next turn if not already in contact with their element.)
Alignment Evil Languages Common, Primordial
Str 21 (+11) Dex 19 (+10) Wis 19 (+10)
Con 21 (+11) Int 12 (+7) Cha 19 (+10)

Greater Plasms are moderately intelligent, and set themselves up as leaders of elemental creatures when possible, though many still end up as flunkies of something else. They’re smart enough to use intelligent tactics, though not deeply cunning. They are slightly less malicious than Lesser Plasms, having better impulse control.