Monday, 7 February 2022

Monster: Radiance Quasi-Elemental

Monster: Radiance Quasi-Elemental

Oh boy, this one was not difficult to stat up, but it sure did take me a long time because of all these beams. Also, the original description says that the radiance quasi-elementals are hurt by darkness, but they also subsist on darkness. How does that work? I decided to just remove the "food" requirement.


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

214 points
Attribute Modifiers: ST-4 [-40]; DX-1 [-20]; IQ-2 [-40]; HT-3 [-30].
Secondary Characteristic Modifiers: SM-1; HP+2 [4].
Advantages: 360° Vision (Panoptic I, +20%) [30]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight [40]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse, No Eyes) [105]; Unaging [15].
    Burn: Burning Attack 1d (Always On, -40%; Aura, +80%; Melee Attack, Reach C, -30%) [6].
    Energy Resistance (C,E,F) [65]: DR 20 (Limited, Cold, Electricity, Fire, -30%; Tough Skin, -40%) [30] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical, Cold, and Fire Effects [30].
    Blinding Flash: Affliction 1 (HT; Area Effect, 8 yards, +150%; Costs Fatigue, 2 FP, -10%; Disadvantage, Blindness, +50%; Emanation, -20%; Magical, -10%; Secondary Extended Duration, Permanent, +30%; Vision-Based, +150%) [44].
    Beams (Alternative Abilities) [18]:
    Red: Burning Attack 1d (Costs Fatigue, 1 FP, -5%; Increased 1/2D, 2x, +5%; Jet, +0%; Magical, -10%; No Incendiary Effect, -10%) [4/5=1].
    Orange: Burning Attack 1d (Costs Fatigue, 1 FP, -5%; Increased 1/2D, 2x, +5%; Jet, +0%; Magical, -10%) [5/5=1].
    Yellow: Corrosion Attack 1d-1 (Costs Fatigue, 1 FP, -5%; Increased 1/2D, 2x, +5%; Jet, +0%; Magical, -10%) [7/5=2].
    Green: Toxic Attack 1d (Costs Fatigue, 1 FP, -5%; Increased 1/2D, 2x, +5%; Jet, +0%; Magical, -10%) [4/5=1].
    Blue: Burning Attack 1d-1 (Costs Fatigue, 1 FP, -5%; Increased 1/2D, 2x, +5%; Jet, +0%; Magical, -10%; Side Effect, Stunning, +50%; Surge, Arcing, +100%) [10].
    Indigo: Burning Attack 1d+1 (Accessibility, Only against unholy beings and undead, -40%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, 2x, +5%; Jet, +0%; Magical, -10%; No Incendiary Effect, -10%) [3/5=1].
    Violet: Crushing Attack 1d (Affects Insubstantial, +20%; Costs Fatigue, 1 FP, -5%; Double Knockback, +20%; Increased 1/2D, 2x, +5%; Jet, +0%; Magical, -10%) [7/5=2].
Disadvantages: No Manipulators [-50]; Weakness (Darkness; 1d/min) [-40].
Perks: Illumination [1].
Features: No Legs (Aerial).
Racial Skill: Innate Attack (Beam) (E) DX [1].
Notes: Height 4 ft., Weight 1 lb.
Creature Type: Elemental (Fire).

Typical Stats – Miniature (174 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:

N/A

DR:

20 (vs. cold, electricity, fire)

    Burn: The radiance quasi-elemental is extremely hot. Anyone who touches it or who is touched by it takes 1d-2 burning damage.
    Blinding Flash: The radiance quasi-elemental can spin itself rapidly as a Ready maneuver, producing a blinding flash. This costs 2 FP. Every creature that observes the flash within 8 yards of the quasi-elemental must roll against HT or be blinded for margin of failure minutes. If the victim fails by five or more or fails critically, then blindness becomes permanent.
    Beams (9): A radiance quasi-elemental attacks with coloured beams of light. The beams deal various types of damage and are alternative abilities. Each beam costs 1 FP to use and acts as a 10-yard jet. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack.
    Red: 1d-2 non-incendiary burning damage from extreme cold.
    Orange: 1d-2 burning damage from fire.
    Yellow: 1d-3 corrosion damage from acid.
    Green: 1d-2 toxic damage from poison.
    Blue: 1d-3 burning surge damage from electricity. 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.
    Indigo: 1d-1 non-incendiary burning damage from holy energies. Only damages undead and unholy beings.
    Violet: 1d-2 crushing damage from force. Can affect insubstantial beings, double the damage to determine knockback.
    
    Traits: 360° Vision (Panoptic I); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight; Illumination; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical, Cold, and Fire Effects; Injury Tolerance (Diffuse, No Eyes); No Legs (Aerial); No Manipulators; Unaging; Weakness (Darkness; 1d/min).
    Skills: Innate Attack (Beam)-9.
    Notes: Height 2 ft., Weight 0.4 lb.
    Creature Type: Elemental (Fire).

Typical Stats – Small (214 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:

N/A

DR:

20 (vs. cold, electricity, fire)

    Burn: The radiance quasi-elemental is extremely hot. Anyone who touches it or who is touched by it takes 1d burning damage.
    Blinding Flash: The radiance quasi-elemental can spin itself rapidly as a Ready maneuver, producing a blinding flash. This costs 2 FP. Every creature that observes the flash within 8 yards of the quasi-elemental must roll against HT or be blinded for margin of failure minutes. If the victim fails by five or more or fails critically, then blindness becomes permanent.
    Beams (9): A radiance quasi-elemental attacks with coloured beams of light. The beams deal various types of damage and are alternative abilities. Each beam costs 1 FP to use and acts as a 10-yard jet. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack.
    Red: 1d non-incendiary burning damage from extreme cold.
    Orange: 1d burning damage from fire.
    Yellow: 1d-1 corrosion damage from acid.
    Green: 1d toxic damage from poison.
    Blue: 1d-1 burning surge damage from electricity. 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.
    Indigo: 1d+1 non-incendiary burning damage from holy energies. Only damages undead and unholy beings.
    Violet: 1d crushing damage from force. Can affect insubstantial beings, double the damage to determine knockback.

    Traits: 360° Vision (Panoptic I); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight; Illumination; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical, Cold, and Fire Effects; Injury Tolerance (Diffuse, No Eyes); No Legs (Aerial); No Manipulators; Unaging; Weakness (Darkness; 1d/min).
    Skills: Innate Attack (Beam)-9.
    Notes: Height 4 ft., Weight 1 lb.
    Creature Type: Elemental (Fire).

Typical Stats – Medium (296 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:

N/A

DR:

20 (vs. cold, electricity, fire)

    Burn: The radiance quasi-elemental is extremely hot. Anyone who touches it or who is touched by it takes 1d+1 burning damage.
    Blinding Flash: The radiance quasi-elemental can spin itself rapidly as a Ready maneuver, producing a blinding flash. This costs 2 FP. Every creature that observes the flash within 8 yards of the quasi-elemental must roll against HT or be blinded for margin of failure minutes. If the victim fails by five or more or fails critically, then blindness becomes permanent.
    Beams (10): A radiance quasi-elemental attacks with coloured beams of light. The beams deal various types of damage and are alternative abilities. Each beam costs 1 FP to use and acts as a 10-yard jet. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack.
    Red: 1d+1 non-incendiary burning damage from extreme cold.
    Orange: 1d+1 burning damage from fire.
    Yellow: 1d corrosion damage from acid.
    Green: 1d+1 toxic damage from poison.
    Blue: 1d burning surge damage from electricity. 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.
    Indigo: 1d+2 non-incendiary burning damage from holy energies. Only damages undead and unholy beings.
    Violet: 1d+1 crushing damage from force. Can affect insubstantial beings, double the damage to determine knockback.

    Traits: 360° Vision (Panoptic I); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight; Illumination; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical, Cold, and Fire Effects; Injury Tolerance (Diffuse, No Eyes); No Legs (Aerial); No Manipulators; Unaging; Weakness (Darkness; 1d/min).
    Skills: Innate Attack (Beam)-10.
    Notes: Height 8 ft., Weight 2 lb.
    Creature Type: Elemental (Fire).

Typical Stats – Large (363 points (KYOS: 399 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:

N/A

DR:

20 (vs. cold, electricity, fire)

    Burn: The radiance quasi-elemental is extremely hot. Anyone who touches it or who is touched by it takes 2d burning damage.
    Blinding Flash: The radiance quasi-elemental can spin itself rapidly as a Ready maneuver, producing a blinding flash. This costs 2 FP. Every creature that observes the flash within 8 yards of the quasi-elemental must roll against HT or be blinded for margin of failure minutes. If the victim fails by five or more or fails critically, then blindness becomes permanent.
    Beams (10): A radiance quasi-elemental attacks with coloured beams of light. The beams deal various types of damage and are alternative abilities. Each beam costs 1 FP to use and acts as a 10-yard jet. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack.
    Red: 1d+2 non-incendiary burning damage from extreme cold.
    Orange: 1d+2 burning damage from fire.
    Yellow: 1d+1 corrosion damage from acid.
    Green: 1d+2 toxic damage from poison.
    Blue: 1d+1 burning surge damage from electricity. 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.
    Indigo: 2d-1 non-incendiary burning damage from holy energies. Only damages undead and unholy beings.
    Violet: 1d+2 crushing damage from force. Can affect insubstantial beings, double the damage to determine knockback.

    Traits: 360° Vision (Panoptic I); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight; Illumination; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical, Cold, and Fire Effects; Injury Tolerance (Diffuse, No Eyes); No Legs (Aerial); No Manipulators; Unaging; Weakness (Darkness; 1d/min).
    Skills: Innate Attack (Beam)-10.
    Notes: Height 16 ft., Weight 4 lb.
    Creature Type: Elemental (Fire).

Typical Stats – Huge (387 points (KYOS: 469 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:

N/A

DR:

20 (vs. cold, electricity, fire)

    Burn: The radiance quasi-elemental is extremely hot. Anyone who touches it or who is touched by it takes 2d+1 burning damage.
    Blinding Flash: The radiance quasi-elemental can spin itself rapidly as a Ready maneuver, producing a blinding flash. This costs 2 FP. Every creature that observes the flash within 8 yards of the quasi-elemental must roll against HT or be blinded for margin of failure minutes. If the victim fails by five or more or fails critically, then blindness becomes permanent.
    Beams (10): A radiance quasi-elemental attacks with coloured beams of light. The beams deal various types of damage and are alternative abilities. Each beam costs 1 FP to use and acts as a 10-yard jet. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack.
    Red: 2d-1 non-incendiary burning damage from extreme cold.
    Orange: 2d-1 burning damage from fire.
    Yellow: 1d+2 corrosion damage from acid.
    Green: 2d-1 toxic damage from poison.
    Blue: 1d+2 burning surge damage from electricity. 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.
    Indigo: 2d non-incendiary burning damage from holy energies. Only damages undead and unholy beings.
    Violet: 2d-1 crushing damage from force. Can affect insubstantial beings, double the damage to determine knockback.

    Traits: 360° Vision (Panoptic I); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight; Illumination; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical, Cold, and Fire Effects; Injury Tolerance (Diffuse, No Eyes); No Legs (Aerial); No Manipulators; Unaging; Weakness (Darkness; 1d/min).
    Skills: Innate Attack (Beam)-10.
    Notes: Height 32 ft., Weight 8 lb.
    Creature Type: Elemental (Fire).

Typical Stats – Greater (419 points (KYOS: 517 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:

N/A

DR:

20 (vs. cold, electricity, fire)

    Burn: The radiance quasi-elemental is extremely hot. Anyone who touches it or who is touched by it takes 3d burning damage.
    Blinding Flash: The radiance quasi-elemental can spin itself rapidly as a Ready maneuver, producing a blinding flash. This costs 2 FP. Every creature that observes the flash within 8 yards of the quasi-elemental must roll against HT or be blinded for margin of failure minutes. If the victim fails by five or more or fails critically, then blindness becomes permanent.
    Beams (12): A radiance quasi-elemental attacks with coloured beams of light. The beams deal various types of damage and are alternative abilities. Each beam costs 1 FP to use and acts as a 10-yard jet. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack.
    Red: 2d non-incendiary burning damage from extreme cold.
    Orange: 2d burning damage from fire.
    Yellow: 2d-1 corrosion damage from acid.
    Green: 2d toxic damage from poison.
    Blue: 2d-1 burning surge damage from electricity. 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.
    Indigo: 2d+1 non-incendiary burning damage from holy energies. Only damages undead and unholy beings.
    Violet: 2d crushing damage from force. Can affect insubstantial beings, double the damage to determine knockback.

    Traits: 360° Vision (Panoptic I); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight; Illumination; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical, Cold, and Fire Effects; Injury Tolerance (Diffuse, No Eyes); No Legs (Aerial); No Manipulators; Unaging; Weakness (Darkness; 1d/min).
    Skills: Innate Attack (Beam)-12.
    Notes: Height 36 ft., Weight 10 lb.
    Creature Type: Elemental (Fire).

Typical Stats – Elder (462 points (KYOS: 576 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:

N/A

DR:

20 (vs. cold, electricity, fire)

    Burn: The radiance quasi-elemental is extremely hot. Anyone who touches it or who is touched by it takes 3d+1 burning damage.
    Blinding Flash: The radiance quasi-elemental can spin itself rapidly as a Ready maneuver, producing a blinding flash. This costs 2 FP. Every creature that observes the flash within 8 yards of the quasi-elemental must roll against HT or be blinded for margin of failure minutes. If the victim fails by five or more or fails critically, then blindness becomes permanent.
    Beams (13): A radiance quasi-elemental attacks with coloured beams of light. The beams deal various types of damage and are alternative abilities. Each beam costs 1 FP to use and acts as a 10-yard jet. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack.
    Red: 2d+1 non-incendiary burning damage from extreme cold.
    Orange: 2d+1 burning damage from fire.
    Yellow: 2d corrosion damage from acid.
    Green: 2d+1 toxic damage from poison.
    Blue: 2d burning surge damage from electricity. 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.
    Indigo: 2d+2 non-incendiary burning damage from holy energies. Only damages undead and unholy beings.
    Violet: 2d+1 crushing damage from force. Can affect insubstantial beings, double the damage to determine knockback.

    Traits: 360° Vision (Panoptic I); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight; Illumination; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical, Cold, and Fire Effects; Injury Tolerance (Diffuse, No Eyes); No Legs (Aerial); No Manipulators; Unaging; Weakness (Darkness; 1d/min).
    Skills: Innate Attack (Beam)-13.
    Notes: Height 40 ft., Weight 12 lb.
    Creature Type: Elemental (Fire).

Typical Stats – Monolith (526 points (KYOS: 664 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:

N/A

DR:

20 (vs. cold, electricity, fire)

    Burn: The radiance quasi-elemental is extremely hot. Anyone who touches it or who is touched by it takes 3d+2 burning damage.
    Blinding Flash: The radiance quasi-elemental can spin itself rapidly as a Ready maneuver, producing a blinding flash. This costs 2 FP. Every creature that observes the flash within 8 yards of the quasi-elemental must roll against HT or be blinded for margin of failure minutes. If the victim fails by five or more or fails critically, then blindness becomes permanent.
    Beams (13): A radiance quasi-elemental attacks with coloured beams of light. The beams deal various types of damage and are alternative abilities. Each beam costs 1 FP to use and acts as a 10-yard jet. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack.
    Red: 2d+2 non-incendiary burning damage from extreme cold.
    Orange: 2d+2 burning damage from fire.
    Yellow: 2d+1 corrosion damage from acid.
    Green: 2d+2 toxic damage from poison.
    Blue: 2d+1 burning surge damage from electricity. 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.
    Indigo: 3d-1 non-incendiary burning damage from holy energies. Only damages undead and unholy beings.
    Violet: 2d+2 crushing damage from force. Can affect insubstantial beings, double the damage to determine knockback.

    Traits: 360° Vision (Panoptic I); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight; Illumination; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical, Cold, and Fire Effects; Injury Tolerance (Diffuse, No Eyes); No Legs (Aerial); No Manipulators; Unaging; Weakness (Darkness; 1d/min).
    Skills: Innate Attack (Beam)-13.
    Notes: Height 60 ft., Weight 19 lb.
    Creature Type: Elemental (Fire).

Typical Stats – Primal (568 points (KYOS: 730 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:

N/A

DR:

20 (vs. cold, electricity, fire)

    Burn: The radiance quasi-elemental is extremely hot. Anyone who touches it or who is touched by it takes 4d burning damage.
    Blinding Flash: The radiance quasi-elemental can spin itself rapidly as a Ready maneuver, producing a blinding flash. This costs 2 FP. Every creature that observes the flash within 8 yards of the quasi-elemental must roll against HT or be blinded for margin of failure minutes. If the victim fails by five or more or fails critically, then blindness becomes permanent.
    Beams (13): A radiance quasi-elemental attacks with coloured beams of light. The beams deal various types of damage and are alternative abilities. Each beam costs 1 FP to use and acts as a 10-yard jet. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack.
    Red: 3d non-incendiary burning damage from extreme cold.
    Orange: 3d burning damage from fire.
    Yellow: 2d+2 corrosion damage from acid.
    Green: 3d toxic damage from poison.
    Blue: 2d+2 burning surge damage from electricity. 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.
    Indigo: 3d+2 non-incendiary burning damage from holy energies. Only damages undead and unholy beings.
    Violet: 3d crushing damage from force. Can affect insubstantial beings, double the damage to determine knockback.

    Traits: 360° Vision (Panoptic I); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight; Illumination; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Electrical, Cold, and Fire Effects; Injury Tolerance (Diffuse, No Eyes); No Legs (Aerial); No Manipulators; Unaging; Weakness (Darkness; 1d/min).
    Skills: Innate Attack (Beam)-13.
    Notes: Height 80 ft., Weight 24 lb.
    Creature Type: Elemental (Fire).

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