Glashans

elemental · CR 2 · from Monsters for AD&D
Glashans
StatisticValue
Climate/TerrainMountains and Lightning Quasi-Elemental Plane
FrequencyRare
OrganizationPack
Activity CycleAny
DietNone
IntelligenceSemi- (2-4)
TreasureNil
AlignmentNeutral
No. Appearing2-20
Armor Class5
Movement24" Fl. (C)
Hit Dice2
THAC019
No. of Attacks1
Damage/Attack1-6
Special AttacksElectrical
Special Defenses+1 or better to hit
Magic ResistanceNil
SizeL (10')
MoraleUnsteady (5-7)
XP Value650

Description

These mysterious extraplanar beings come from a dimension of pure lightning plasma. They have only been observed on the prime material plane when dry winds sweep up the steep mountain faces and create strong electrical disturbances. These strange lightning forms dance and cavort across the crags, leaving a trail of singed plants and magnetized iron scraps. They possess powerful magnetic and electrical abilities, and prefer to linger in regions where conditions are ripe for lightning storms. Something about the land about mountains allows these beings to move easily between the planes and take advantage of the heavily charged conditions along the bare mountains.

Combat

These beings are so utterly alien to our world that they do not comprehend the existence of physical life forms. Thus they merely perceive creatures as natural 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 unintentional damage that they cause.

Due to their plasma state, +1 or better magical weapons are needed to strike them. They are completely immune to electrical or air-based magic. Any electrical spells such as lightning will actually heal a Glashans at the rate of 1hp heal per 2hp of damage inflicted by the spell. However, devices or spells intended to ward against electricity will also provide complete protection against the damage from a Glashans.

Like a lightning drawn to a rod, Glashans are attracted to sharp metallic objects in the vicinity. Thus they will move to investigate anybody wielding a sword. If any form of metallic object strikes them, they will deliver an electrical charge through the item that is equivalent to a shocking grasp spell cast at second level. However, such a shock will also stun the Glashans for 1d4 rounds.

Glashans are able to manipulate metals and other good electrical conductors in a fashion identical to 5th level wizard telekinesis spell. They are able to move objects as if they had two levels of experience. However they lack the concept of physical combat and so are unable to wield a sword or other metallic weapons in an aggressive manner.

Glashans do take some damage from fire-based attacks, but it is only half normal and any successful saving throws will further reduce the effect. They take full damage from any water-based attacks, and immersion in mist or water will inflict 1d8hp of damage. Such immersion will cause the Glashans to completely expend itself in a chain lightning bolt causing 4d6hp of damage to the first target.

Due to their utterly alien nature, Glashans are completely immune to all mind-effecting spells.

Habitat/Society

These electrical creatures normally dwell on a part of the quasi-elemental plane of lightning. They thrive on social activity among their own kind and appear to enjoy creating beautiful electrical displays in clustered formations. They are formed spontaneously out of the surrounding plasma and seem to have a life span of only a few days.

Ecology

These beings seem to have few physical requirements, other than a dry and highly charged environment. The Glashans seem to crave unusual gases that fluoresce when electrified. They have the ability to cross over to the prime material plane for short periods, and seem most likely to do so when the air is dry and heavily charged with ozone.

All 820 monsters in the Netbook Bestiary