Saturday 5 February 2022

Monster: Lightning Quasi-Elemental

Monster: Lightning Quasi-Elemental

One category of monsters that I wanted to convert for a long time is the quasi-elementals. This is going to be a lot of work. Here's the first one - the lightning quasi-elemental.


Lightning Quasi-Elemental [Monster Manual II (1983)]

226 points
Attribute Modifiers: ST-4 [-40]; DX-1 [-20]; IQ-2 [-40]; HT-3 [-30].
Secondary Characteristic Modifiers: SM-1; HP+2 [4].
Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Unaging [15].
    Electricity: Burning Attack 1d (Always On, -40%; Aura, +80%; Cosmic, Conductive, +50%; Melee Attack, Reach C, -30%; Side Effectm Stunning, +50%; Surge, Arcing, +100%) [16].
    Electricity Resistance [35]: DR 20 (Limited, Electricity, -40%; Tough Skin, -40%) [20] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
    Globes: Burning Attack 1d (Area Effect, 4 yards, +100%; Aura, +80%; Bombardment, Skill 12, -10%; Magical, -10%; Melee Attack, Reach C, -30%; Side Effect, Stunning, +50%; Surge, Arcing, +100%) [19].
    Arc: Warp (Accessibility, Only to grounded or metal objects weighting at least 5 lbs., -40%; Blind Only, -50%; Cosmic, No die roll required, +100%; Extra Carrying Capacity, Extra-Heavy, +50%; Magical, -10%; Nuisance Effect, Must have line of effect, -10%; Range Limit, 100 yards, -40%) [100].
Disadvantages: No Fine Manipulators [-30]; Noisy 2 [-4]; Weakness (Water; 1d/min) [-40].
Features: No Legs (Aerial).
Notes: Height 4 ft., Weight 1 lb.
Creature Type: Elemental (Air).

Typical Stats – Miniature (176 points)

ST:

3

HP:

5

Speed:

4

DX:

9

Will:

8

Move:

8 air

IQ:

8

Per:

8

 

 

HT:

7

FP:

7

SM:

-3

Dodge:

7

Parry:

7 (unarmed)

DR:

20 (vs. electricity)

    Punch (9): thrust 1d-6 crushing (KYOS: 1d-10 crushing), Reach C.
    Electricity: The quasi-elemental’s body is suffused with electrical energy. Anyone who touches the lightning quasi-elemental, anyone touched by it, or anyone who hits the lightning quasi-elemental with a conductive, metal weapon takes 1d-2 burning surge damage. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
    Globes: The lightning quasi-elemental is constantly surrounded by electrically charged globes. Each second, every creature within 4 yards of the lightning quasi-elemental is attacked by an electric globe with an effective skill of 12, modified only by the Size Modifier of the target. This globe deals 1d-2 burning surge damage. The globes treat any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
    Arc: With a Ready maneuver, a lightning quasi-elemental can move up to 100 yards to a hex adjacent to any grounded object or metal object weighing at least 5 lbs. (including creatures wearing metal armor). If a lightning quasi-elemental attempts to arc to an object that's not grounded or metal, it randomly arcs to an alternative grounded or metal object within 10 yards of the target location. The new destination must be within the arc's 100 yard range. If no valid destination objects are within range, the arc fails and the quasi-elemental does not move.

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical Effects; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Noisy 2; Unaging; Weakness (Water; 1d/min).
    Notes: Height 2 ft., Weight 0.4 lb.
    Creature Type: Elemental (Air).

Typical Stats – Small (226 points)

ST:

6

HP:

8

Speed:

4

DX:

9

Will:

8

Move:

8 air

IQ:

8

Per:

8

 

 

HT:

7

FP:

7

SM:

-1

Dodge:

7

Parry:

7 (unarmed)

DR:

20 (vs. electricity)

    Punch (9): thrust 1d-5 crushing (KYOS: 1d-7 crushing), Reach C.
    Electricity: The quasi-elemental’s body is suffused with electrical energy. Anyone who touches the lightning quasi-elemental, anyone touched by it, or anyone who hits the lightning quasi-elemental with a conductive, metal weapon takes 1d burning surge damage. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
    Globes: The lightning quasi-elemental is constantly surrounded by electrically charged globes. Each second, every creature within 4 yards of the lightning quasi-elemental is attacked by an electric globe with an effective skill of 12, modified only by the Size Modifier of the target. This globe deals 1d burning surge damage. The globes treat any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
    Arc: With a Ready maneuver, a lightning quasi-elemental can move up to 100 yards to a hex adjacent to any grounded object or metal object weighing at least 5 lbs. (including creatures wearing metal armor). If a lightning quasi-elemental attempts to arc to an object that's not grounded or metal, it randomly arcs to an alternative grounded or metal object within 10 yards of the target location. The new destination must be within the arc's 100 yard range. If no valid destination objects are within range, the arc fails and the quasi-elemental does not move.

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical Effects; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Noisy 2; Unaging; Weakness (Water; 1d/min).
    Notes: Height 4 ft., Weight 1 lb.
    Creature Type: Elemental (Air).

Typical Stats – Medium (310 points)

ST:

10

HP:

12

Speed:

4.5

DX:

10

Will:

8

Move:

9 air

IQ:

8

Per:

8

 

 

HT:

8

FP:

8

SM:

+1

Dodge:

7

Parry:

8 (unarmed)

DR:

20 (vs. electricity)

    Punch (10): thrust 1d-3 crushing, Reach C-1.
    Electricity: The quasi-elemental’s body is suffused with electrical energy. Anyone who touches the lightning quasi-elemental, anyone touched by it, or anyone who hits the lightning quasi-elemental with a conductive, metal weapon takes 1d+1 burning surge damage. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
    Globes: The lightning quasi-elemental is constantly surrounded by electrically charged globes. Each second, every creature within 4 yards of the lightning quasi-elemental is attacked by an electric globe with an effective skill of 12, modified only by the Size Modifier of the target. This globe deals 1d+1 burning surge damage. The globes treat any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
    Arc: With a Ready maneuver, a lightning quasi-elemental can move up to 100 yards to a hex adjacent to any grounded object or metal object weighing at least 5 lbs. (including creatures wearing metal armor). If a lightning quasi-elemental attempts to arc to an object that's not grounded or metal, it randomly arcs to an alternative grounded or metal object within 10 yards of the target location. The new destination must be within the arc's 100 yard range. If no valid destination objects are within range, the arc fails and the quasi-elemental does not move.

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical Effects; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Noisy 2; Unaging; Weakness (Water; 1d/min).
    Notes: Height 8 ft., Weight 2 lb.
    Creature Type: Elemental (Air).

Typical Stats – Large (368 points (KYOS: 403 points))

ST:

15

HP:

17

Speed:

4.75

DX:

10

Will:

9

Move:

9 air

IQ:

9

Per:

9

 

 

HT:

9

FP:

9

SM:

+3

Dodge:

7

Parry:

8 (unarmed)

DR:

20 (vs. electricity)

    Punch (10): thrust 1d crushing (KYOS: 1d+2 crushing), Reach C-2.
    Electricity: The quasi-elemental’s body is suffused with electrical energy. Anyone who touches the lightning quasi-elemental, anyone touched by it, or anyone who hits the lightning quasi-elemental with a conductive, metal weapon takes 2d burning surge damage. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
    Globes: The lightning quasi-elemental is constantly surrounded by electrically charged globes. Each second, every creature within 4 yards of the lightning quasi-elemental is attacked by an electric globe with an effective skill of 12, modified only by the Size Modifier of the target. This globe deals 1d+2 burning surge damage. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
    Arc: With a Ready maneuver, a lightning quasi-elemental can move up to 100 yards to a hex adjacent to any grounded object or metal object weighing at least 5 lbs. (including creatures wearing metal armor). If a lightning quasi-elemental attempts to arc to an object that's not grounded or metal, it randomly arcs to an alternative grounded or metal object within 10 yards of the target location. The new destination must be within the arc's 100 yard range. If no valid destination objects are within range, the arc fails and the quasi-elemental does not move.

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical Effects; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Noisy 2; Unaging; Weakness (Water; 1d/min).
    Notes: Height 16 ft., Weight 4 lb.
    Creature Type: Elemental (Air).

Typical Stats – Huge (415 points (KYOS: 497 points))

ST:

20

HP:

22

Speed:

5

DX:

10

Will:

10

Move:

10 air

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

+5

Dodge:

8

Parry:

8 (unarmed)

DR:

20 (vs. electricity)

    Punch (10): thrust 1d+2 crushing (KYOS: 3d-1 crushing), Reach C-5.
    Electricity: The quasi-elemental’s body is suffused with electrical energy. Anyone who touches the lightning quasi-elemental, anyone touched by it, or anyone who hits the lightning quasi-elemental with a conductive, metal weapon takes 2d+1 burning surge damage. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
    Globes: The lightning quasi-elemental is constantly surrounded by electrically charged globes. Each second, every creature within 4 yards of the lightning quasi-elemental is attacked by an electric globe with an effective skill of 12, modified only by the Size Modifier of the target. This globe deals 2d burning surge damage. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
    Arc: With a Ready maneuver, a lightning quasi-elemental can move up to 100 yards to a hex adjacent to any grounded object or metal object weighing at least 5 lbs. (including creatures wearing metal armor). If a lightning quasi-elemental attempts to arc to an object that's not grounded or metal, it randomly arcs to an alternative grounded or metal object within 10 yards of the target location. The new destination must be within the arc's 100 yard range. If no valid destination objects are within range, the arc fails and the quasi-elemental does not move.

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical Effects; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Noisy 2; Unaging; Weakness (Water; 1d/min).
    Notes: Height 32 ft., Weight 8 lb.
    Creature Type: Elemental (Air).

Typical Stats – Greater (460 points (KYOS: 558 points))

ST:

22

HP:

24

Speed:

5.75

DX:

12

Will:

10

Move:

11 air

IQ:

10

Per:

10

 

 

HT:

11

FP:

11

SM:

+5

Dodge:

8

Parry:

9 (unarmed)

DR:

20 (vs. electricity)

    Punch (12): thrust 2d-1 crushing (KYOS: 3d+1 crushing), Reach C-5.
    Electricity: The quasi-elemental’s body is suffused with electrical energy. Anyone who touches the lightning quasi-elemental, anyone touched by it, or anyone who hits the lightning quasi-elemental with a conductive, metal weapon takes 3d burning surge damage. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
    Globes: The lightning quasi-elemental is constantly surrounded by electrically charged globes. Each second, every creature within 4 yards of the lightning quasi-elemental is attacked by an electric globe with an effective skill of 12, modified only by the Size Modifier of the target. This globe deals 2d+1 burning surge damage. The globes treat any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
    Arc: With a Ready maneuver, a lightning quasi-elemental can move up to 100 yards to a hex adjacent to any grounded object or metal object weighing at least 5 lbs. (including creatures wearing metal armor). If a lightning quasi-elemental attempts to arc to an object that's not grounded or metal, it randomly arcs to an alternative grounded or metal object within 10 yards of the target location. The new destination must be within the arc's 100 yard range. If no valid destination objects are within range, the arc fails and the quasi-elemental does not move.

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical Effects; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Noisy 2; Unaging; Weakness (Water; 1d/min).
    Notes: Height 36 ft., Weight 10 lb.
    Creature Type: Elemental (Air).

Typical Stats – Elder (508 points (KYOS: 622 points))

ST:

24

HP:

26

Speed:

6

DX:

13

Will:

11

Move:

12 air

IQ:

11

Per:

11

 

 

HT:

11

FP:

11

SM:

+5

Dodge:

9

Parry:

9 (unarmed)

DR:

20 (vs. electricity)

    Punch (13): thrust 2d crushing (KYOS: 4d-1 crushing), Reach C-5.
    Electricity: The quasi-elemental’s body is suffused with electrical energy. Anyone who touches the lightning quasi-elemental, anyone touched by it, or anyone who hits the lightning quasi-elemental with a conductive, metal weapon takes 3d+1 burning surge damage. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
    Globes: The lightning quasi-elemental is constantly surrounded by electrically charged globes. Each second, every creature within 4 yards of the lightning quasi-elemental is attacked by an electric globe with an effective skill of 12, modified only by the Size Modifier of the target. This globe deals 2d+2 burning surge damage. The globes treat any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
    Arc: With a Ready maneuver, a lightning quasi-elemental can move up to 100 yards to a hex adjacent to any grounded object or metal object weighing at least 5 lbs. (including creatures wearing metal armor). If a lightning quasi-elemental attempts to arc to an object that's not grounded or metal, it randomly arcs to an alternative grounded or metal object within 10 yards of the target location. The new destination must be within the arc's 100 yard range. If no valid destination objects are within range, the arc fails and the quasi-elemental does not move.

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical Effects; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Noisy 2; Unaging; Weakness (Water; 1d/min).
    Notes: Height 40 ft., Weight 12 lb.
    Creature Type: Elemental (Air).

Typical Stats – Monolith (574 points (KYOS: 831 points))

ST:

42 (KYOS: 27)

HP:

44

Speed:

6.5

DX:

13

Will:

11

Move:

13 air

IQ:

11

Per:

11

 

 

HT:

13

FP:

13

SM:

+6

Dodge:

9

Parry:

9 (unarmed)

DR:

20 (vs. electricity)

    Punch (13): thrust 4d crushing (KYOS: 5d-2 crushing), Reach C-7.
    Electricity: The quasi-elemental’s body is suffused with electrical energy. Anyone who touches the lightning quasi-elemental, anyone touched by it, or anyone who hits the lightning quasi-elemental with a conductive, metal weapon takes 3d+2 burning surge damage. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
    Globes: The lightning quasi-elemental is constantly surrounded by electrically charged globes. Each second, every creature within 4 yards of the lightning quasi-elemental is attacked by an electric globe with an effective skill of 12, modified only by the Size Modifier of the target. This globe deals 3d burning surge damage. The globes treat any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
    Arc: With a Ready maneuver, a lightning quasi-elemental can move up to 100 yards to a hex adjacent to any grounded object or metal object weighing at least 5 lbs. (including creatures wearing metal armor). If a lightning quasi-elemental attempts to arc to an object that's not grounded or metal, it randomly arcs to an alternative grounded or metal object within 10 yards of the target location. The new destination must be within the arc's 100 yard range. If no valid destination objects are within range, the arc fails and the quasi-elemental does not move.

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical Effects; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Noisy 2; Unaging; Weakness (Water; 1d/min).
    Notes: Height 60 ft., Weight 19 lb.
    Creature Type: Elemental (Air).

Typical Stats – Primal (616 points (KYOS: 978 points))

ST:

55 (KYOS: 30)

HP:

57

Speed:

6.75

DX:

13

Will:

11

Move:

13 air

IQ:

11

Per:

11

 

 

HT:

14

FP:

14

SM:

+7

Dodge:

9

Parry:

9 (unarmed)

DR:

20 (vs. electricity)

    Punch (13): thrust 5d+1 crushing, Reach C-10.
    Electricity: The quasi-elemental’s body is suffused with electrical energy. Anyone who touches the lightning quasi-elemental, anyone touched by it, or anyone who hits the lightning quasi-elemental with a conductive, metal weapon takes 4d burning surge damage. This damage treats any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
    Globes: The lightning quasi-elemental is constantly surrounded by electrically charged globes. Each second, every creature within 4 yards of the lightning quasi-elemental is attacked by an electric globe with an effective skill of 12, modified only by the Size Modifier of the target. This globe deals 3d burning surge damage. The globes treat any conductive, metal armor as DR 1, regardless of its actual DR. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of per injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
    Arc: With a Ready maneuver, a lightning quasi-elemental can move up to 100 yards to a hex adjacent to any grounded object or metal object weighing at least 5 lbs. (including creatures wearing metal armor). If a lightning quasi-elemental attempts to arc to an object that's not grounded or metal, it randomly arcs to an alternative grounded or metal object within 10 yards of the target location. The new destination must be within the arc's 100 yard range. If no valid destination objects are within range, the arc fails and the quasi-elemental does not move.

    Traits: Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical Effects; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Noisy 2; Unaging; Weakness (Water; 1d/min).
    Notes: Height 80 ft., Weight 24 lb.
    Creature Type: Elemental (Air).

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