Plasman

A towering figure of white-hot stones held together by an inner furnace, conjured by mad wizards and so tormented by its warring elements that it smashes everything, including its maker.

Setting: Spelljammer · Sources: MC7 Spelljammer Appendix I

Appearance

A plasman is a tall, crude man-shape of glowing coals and stones piled in a way no mason would allow. Kiln-fire burns inside, flame spilling through the gaps and swirling across its body. It has no face or mouth. It eats by melting stone or metal into its body or by drawing in flame and fuel such as wood, oil or cloth.

Combat

Rage rules it. It fights regardless of odds or alignment, punching for 2d8 crushing plus 2d6 fire damage, and mere contact inflicts the fire damage. Once per turn, after a round spent not attacking, it can blast out its stored heat: 3d6 within 5 feet, 2d6 to 10 feet, 1d6 to 20 feet, each halved by a save vs. spell.

Only +2 or better weapons harm it, and edged ones do half against its molten shell. Fire spells and ordinary fire-quenching methods are useless, but a gallon of water poured on it deals 1d6. Magical cold and water spells work normally, as do spells that alter stone.

Habitat and Society

Deranged wizards conjure them from the planes of Fire and Earth at once, and the two elements war inside the body. A plasman owes its creator nothing and attacks him like anyone else. When the wizard's concentration ends it lasts 1d6 days, then collapses back into the hot embers of the wood fire it was made from. Reaching a fiery world or a star first, where the elements are balanced, lets it endure forever, lurking in nearby space to vent its fury on travelers.

Ecology

It has no ecological role beyond destruction, and no part of it has any known use.

More: Monsters starting with P · Spelljammer monsters · All monsters A-Z

Statistics

Climate/TerrainAny land, fire-based worlds, cool stars
FrequencyVery rare
OrganizationSolitary
Activity CycleAny
DietSpecial
IntelligenceLow (5-7)
TreasureNil
AlignmentChaotic evil
No. Appearing1
Armor Class2
Movement9, Fl 12 (C)
Hit Dice12
THAC09
No. of Attacks1
Damage/Attack2-16 or 3-18
Special AttacksHeat blast
Special DefensesSee below
Magic ResistanceNil
SizeH (12' tall)
MoraleChampion (15-16)
XP Value8,000