Glashans

elemental · CR 2 · from Book of Beasts I · by Robert J. Hall
Glashans
StatisticValue
Size/TypeLarge Elemental (Air)
Hit Dice2d8 (9 hp)
Initiative+4
SpeedFly 60 ft. (perfect) (12 squares)
Armor Class13 (-1 size, +4 Dex), touch 13, flat-footed 9
Base Attack/Grapple+1/+5
AttackShocking touch +5 melee (1d6)
Full AttackShocking touch +5 melee (1d6)
Space/Reach10 ft./10 ft.
Special AttacksElectrical body, discharge, magnetic control
Special QualitiesDamage reduction 5/―, metal sense 60 ft., darkvision 60 ft., immunity to electricity, resistance to cold 5 and fire 5, elemental traits, plane shift
SavesFort +0, Ref +7, Will +1
AbilitiesStr ―, Dex 18, Con 10, Int 3, Wis 13, Cha 12
SkillsListen +4, Spot +4
FeatsWeapon Finesse
EnvironmentElemental Plane of Air
OrganizationSolitary, cluster (2–5), or swarm (6–16)
Challenge Rating2
TreasureNone
AlignmentAlways neutral
Advancement3–5 HD (Large)
Level Adjustment―

Description

A pale, glowing form dances about excitedly in the air, its chaotic shape constantly changing. The glow varies in hue from a light red to blue and even violet, with odd-shaped pockets of green or yellow appearing closer to the center.

These mysterious elemental beings have only been observed on the prime material plane when dry winds sweep up steep, barren mountain faces. Their magnetic forms dance and cavort across the crags, leaving a trail of singed plants and magnetized iron scraps and stones. They can appear spontaneously out of electrical plasma and remain for several days thereafter. The glashans thrive on social activity with their own species and enjoy creating beautiful electrical aura displays in clustered formations.

The glashans possesses both magnetic and electrical qualities, and prefer to linger in regions where conditions are ripe for lightning storms. Something about bare-sloped, rugged mountains allow these beings to move easily between the planes and take advantage of heavily charged conditions along the iron-rich rocks. They have few physical requirements, other than a dry and highly charged environment. Glashans have the ability to cross over to the prime material plane for short periods, and are most likely to do so when the air is dry and heavily charged with ozone.

Combat

These beings are so utterly alien to a material world that they do not comprehend the existence of natural life forms. Thus they perceive creatures merely as a random phenomenon and do not purposefully set out to attack them. If some means could be found to communicate with these beings, they can usually be dissuaded from inflicting the damage that they can unintentionally cause.

Like a lightning bolt drawn to a rod, glashans are attracted to sharp metallic objects in the vicinity, such as swords or daggers. They can sense metallic objects from up to 60 feet away, and will move to investigate.

Metal Sense (Ex): Glashans can sense the presence of refined metal within 60 feet. This functions as Blindsense ability against creatures carrying metal objects. Any opponent that the glashans cannot see still has total concealment against the glashans.

Electrical Body (Ex): Creatures hitting a glashans with natural weapons, all-metallic weapons, or unarmed attacks take shock damage as though hit by the glashans' attack. Any electrical spells that strike a glashans will heal the elemental at the rate of 1 point per 2 points of the damage normally inflicted. Devices or spells intended to ward against electricity will also provide protection against damage from a glashans.

Discharge (Ex): If completely immersed in a body of water, a glashans will immediately expend itself in an electrical discharge that inflicts 4d6 points of electrical damage to anything in contact with the same body of water within a 30-ft. radius. A DC 15 Fortitude save will half this damage. The save DC is Constitution-based and includes a +4 racial bonus. The glashans is automatically killed by this discharge.

Magnetic Control (Ex): A glashans are able to manipulate electricity conducting objects using a magnetic flux field that behaves as an unseen servant spell (caster level 2nd.)

Plane Shift (Su): This ability affects only the glashans and it can be used once per day. It is otherwise similar to the spell (caster level 9th.)

Advanced Benefits

In addition to the standard changes due to Hit Dice advancement, glashans also gain the following special benefits.

  • The save DC of the discharge is equal to 14 + ½ HD + Constitution modifier.

All 820 monsters in the Netbook Bestiary