Children of the planes where elements meet positive energy: leaping lightning, merging gem-giants, beam-casting radiance and scheming, scalding steam.
These quasielementals are natives of Steam, Radiance, Mineral and Lightning, where the Positive Energy Plane meets Air, Earth, Fire and Water. General notes on quasielementals appear under the negative kinds. Each of these can be hit only by +1 or better weapons, and every touch or blow adds 1 point per Hit Die to its base damage.
Small balls of lightning that constantly fling sparks at the nearest conductor, they are the most chaotic of the quasielementals, matching their wild plane. Each round, besides normal movement (18), one can ride an arc to any grounded or metal object over 5 pounds within 60 yards, as if by teleport. Its touch shocks for 1d6 plus 1 per Hit Die.
Once per day it can loose a number of electric globes equal to its Hit Dice, six, nine or twelve, one per round. The globes hover near it and follow it, and when significant metal, such as an armored warrior, or any living creature weighing at least 200 pounds draws within 5 feet, they surge in and discharge for 1d4 (6 HD), 1d6 (9 HD) or 1d8 (12 HD) each, with no save. Many at once can be lethal.
Anyone hitting one with a conductor, a steel blade for instance, magical or not, takes 1d4 electrical damage. It is immune to electricity, takes half damage from fire and acid, and suffers 1d8 per gallon of water. Little is known of its life cycle, but it rules its plane, and shockers almost always defer to it.
Resembling an earth elemental built of gems and precious metal, it can also copy the rough shape of any creature, always in glittering stone. One poet's lines about gem-studded dragons and many-faceted knights described a troop of these warriors heading to a great crystal war a few centuries ago. It clubs with whatever limbs it has for 1d8 plus 1 per Hit Die, and glides through stone at normal speed like a xorn, though it fights openly rather than slyly.
Two of them can fuse into one giant with their combined hit points and Hit Dice, attacking twice per round for 2d8 plus 1 per combined Hit Die; no more than two can join. It heals 2 hp each round while touching solid inorganic matter, is immune to paralyzation and petrification, and takes double damage from acid. Lightning hurts it normally and splits a fused pair apart on a failed save vs. spell.
Bands patrol the shining caverns of their plane, hating xorn, khargra and other mineral-eaters and hostile to any visitor without a strong excuse, since many see the plane as loot. A slain one leaves roughly 200 gp of rough gems and ore per Hit Die, though the whole plane offers easier riches. Killed elsewhere, it breaks apart into whatever gems and ore were spent summoning it, so unless it came through a gate, its slayer gains nothing new.
Newcomers may confuse it with a lightning quasielemental, but this glowing sphere spins smoothly and shines steadily, shining twice as bright as continual light, dimmed if it wishes. Its touch deals 1d3 plus 1 per Hit Die, but it prefers to drive foes off with seven colored rays, each with a different effect. Each is a foot wide with a range of 10 yards per Hit Die; it fires one per round without limit, rolling to hit, and if a color fails against someone it tries another. By spinning rapidly it can blind everyone within 120 yards who fails a save vs. death magic, for 2d10 days.
Magical darkness wounds it for 1 point per caster level, while fire, cold and electricity do half damage. Small groups sit nearly motionless on their plane, shifting mainly to avoid the scile; the wiser ones are philosophers who meditate for eons and grow testy when disturbed. Less contemplative ones travel, run errands or feed. They face few threats, but rumor tells of evil raiders out of the shadow demiplane, minor now, perhaps a sign of worse.
Also called mist quasielementals, they look like great clouds of nearly clear vapor and can turn from scalding steam to freezing mist and back whenever they please, even every round. They engulf foes in an area up to a 60-foot cube, inflicting 1d6 plus 1 per Hit Die of heat or cold each round with no attack roll or save, and can whip a lone vaporous tendril at anyone outside it. They slip through the tiniest cracks and move as easily through water as air.
They are immune to cold, weather spells and harm from water, and take half damage from fire. Electricity hurts them fully, and those engulfed save vs. spell or take half that damage too. On their plane they are almost undetectable, and the cleverest run spy networks to know and steer events there and nearby. Unable to handle objects, they often enslave solid intruders for such chores, and attack anyone obstructing them. They feed on gases and reproduce by swelling with gas and then dividing into two.
More: Monsters starting with P · Planescape monsters · All monsters A-Z
Related: Mineral Quasielemental Overview · Negative Quasielemental
| Lightning | Mineral | Radiance | Steam | |
|---|---|---|---|---|
| Climate/Terrain | Quasiplane of Lightning | Quasiplane of Mineral | Quasiplane of Radiance | Quasiplane of Steam |
| Frequency | Common | Common | Common | Common |
| Organization | Band | Band | Band | Band |
| Activity Cycle | Any | Any | Any | Any |
| Diet | Any energy | Any stone | Darkness | Any gas |
| Intelligence | Low to high (5-14) | Low to high (5-14) | Low to high (5-14) | Low to high (5-14) |
| Treasure | Nil | Nil | Nil | Nil |
| Alignment | Neutral | Neutral | Neutral | Neutral |
| No. Appearing | 1d6 | 1d6 | 1d6 | 1d6 |
| Armor Class | 2 | 0 | 0 | 2 |
| Movement | Fl 18 (E) (plus special) | 6 | Fl 48 (E) | Fl 12 (E) |
| Hit Dice | 6, 9, or 12 | 6, 9, or 12 | 6, 9, or 12 | 6, 9, or 12 |
| THAC0 | 6 HD: 15 9 HD: 11 12 HD: 9 | 6 HD: 15 9 HD: 11 12 HD: 9 | 6 HD: 15 9 HD: 11 12 HD: 9 | 6 HD: 15 9 HD: 11 12 HD: 9 |
| No. of Attacks | 1 | 1 | 1 | 1 |
| Damage/Attack | 1d6 + 1 hp/HD | 1d8 + 1 hp/HD | 1d3 + 1 hp/HD | 1d6 + 1 hp/HD |
| Special Attacks | Lightning globe | Merging | Beams, blinding | None |
| Special Defenses | See below | See below | See below | See below |
| Magic Resistance | Nil | Nil | Nil | Nil |
| Size | S (3' diameter) | L (9-12' high) | S (3' diameter) | G (60' wide) |
| Morale | Champion (15-16) | Champion (15-16) | Champion (15-16) | Champion (15-16) |
| XP Value | 6 HD: 2,000 9 HD: 5,000 12 HD: 8,000 | 6 HD: 3,000 9 HD: 6,000 12 HD: 8,000 | 6 HD: 3,000 9 HD: 6,000 12 HD: 9,000 | 6 HD: 2,000 9 HD: 5,000 12 HD: 8,000 |