Quasarian Plasmoid (small): Init +5; Atk slam +1 melee (1d3) or grapple +4 melee (0); AC 17;
HD 4d8; MV 20’; Act 1d20; SP DR 5, +4 AC vs. ranged weapons, grapple (Strength
+4), immunities (blunt weapons, electricity, force attacks), regenerate 3
hp/round, half damage from fire, cold vulnerability, malleable form; SV Fort +2,
Ref +6, Will +1; AL L.
Quasarian Plasmoid (medium): Init +4; Atk slam +3 melee (1d5) or grapple +7 melee (0); AC 18;
HD 6d8; MV 20’; Act 1d20; SP DR 5, +3 AC vs. ranged weapons, grapple (Strength
+6), immunities (blunt weapons, electricity, force attacks), regenerate 2
hp/round, half damage from fire, cold vulnerability, malleable form; SV Fort +4,
Ref +6, Will +3; AL L.
Quasarian Plasmoid (large): Init +3; Atk slam +5 melee (1d7) or grapple +10 melee (0); AC 19;
HD 8d8; MV 20’; Act 2d20; SP DR 5, +2 AC vs. ranged weapons, grapple (Strength
+9), immunities (blunt weapons, electricity, force attacks), regenerate 1
hp/round, half damage from fire, cold vulnerability, malleable form; SV Fort +2,
Ref +6, Will +1; AL L.
These strange
creatures are formed of a softly glowing whitish-yellow protoplasm. They have solid
black eyes with whitish-yellow irises. Reproducing by division every 10 years,
they range in size from three feet in height to over eight feet, depending
on their maturity level. Plasmoids move by either bouncing along or undulation,
and can alter their shape to fit through the smallest holes and
cracks. They originally hail from the world of Quasar, but
have been found on different worlds as well.
Plasmoids tend to
be solitary creatures, but they have an affinity for Lawful humanoids, sometimes
becoming their self-appointed protectors and guardians. Plasmoids can fully understand
humanoid languages and desires after 1-3 weeks,
but communicate with each other through a language of chitters and
babbling, along with eye expressions. They draw their
sustenance from
the very air. These creatures are very difficult to kill. They can be
stretched, even sundered, and they will reform their shape in moments and start
regenerating the damage taken. Usually these whimsical, strange yet kind creatures
spend most of their time
defending either
their territory, their young, or their allies. Some wander their world, hiding
from those that might fear them while searching for potential allies.
In combat, Plasmoid
bodies shift and undulate in strange ways to avoid blows. This is even more
effective against ranged attacks, which they can dodge with comparative ease.
Their elastic, spongy flesh is immune to impact damage and blunt
weapons, electricity, and force attacks (such as magic missiles). They take only half damage from fire, but are
vulnerable to cold, which causes a –4 penalty to AC and a –1d penalty to a
Plasmoid’s Action Dice for 1d5 rounds. These effects are cumulative with
multiple cold-based attacks.
A Plasmoid can
attempt to wrap around an opponent, doing no damage but potentially disabling
him unless he can succeed in an opposed Strength check. A creature which fails
three such checks is helpless.
Plasmoids are very
intelligent, and can reshape their bodies roughly into any solid shape they can
imagine. Because of their resilience and elasticity, they can form
umbrella-like shields, parachutes, or even trampolines. The efficacy of any
given form must be determined by the judge on a case-by-case basis, but the
judge is encouraged to grant the Plasmoid a faux “Deed Die” or a die type equal
to its Hit Dice (1d4, 1d6, or 1d8). This faux die does not add to attack roll
or damage, but the result can be used to judge the success of attempts to trip,
encumber a weapon, etc., that the Plasmoid may make inside or outside combat.
This faux die can also be reduced by cold-based attacks, or have circumstantial
penalties or bonuses using the dice chain as the judge determines.
Source: The
Herculoids (Hanna Barbera Productions). Modified from original write-up
by Rendclaw, via Turgenev’s PDF collection.
Note: The relationship between the Plasmoids of Quasar and other strange, bud oddly similar, creatures isn't well understood. In particular, the Shmoo seems to be a somewhat less malleable neutrally-aligned relative of the Plasmoids. Shmoos also reproduce far more quickly than do Plasmoids, and a single Shmoo may rapidly become an infestation.
Awesome write-up!
ReplyDeleteI do a killer plasmoid impression.
ReplyDeleteIt would make for a fantastic RPG centered universe. Thanks for focusing on these great creatures.
ReplyDelete