Psionic Bestiary
Ectoplasm Elemental
By Scott Brocius and Mark A. Jindra

Ectoplasm elementals live on the Demiplane of Ectoplasm. On rare occasions, one wanders elsewhere due to traveling through one of the planar vortexes there, and some believe that some psions and sorcerers have discovered ways to summon them.

They appear as a somewhat translucent humanoid blob.

Ectoplasm Elemental, Small
Small Elemental (Water)
Hit Dice: 2d8 (9 hp)
Initiative: +4
Speed: 40 ft. (8 squares), swim 40 ft.
Armor Class: 15 (+1 size, +0 Dex, +4 natural), touch 11, flat-footed 15
Base Attack: +1/+2
Attack: Slam +2 melee (1d4 plus 1d4 acid)
Full Attack: Slam +2 melee (1d4 plus 1d4 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid touch, envelop, improved grab
Special Qualities: Acid immunity, darkvision 60 ft., elemental traits, water subtype
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 11, Dex 11, Con 11, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +2
Feats: Improved Initiative
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: --
Level Adjustment: --

Ectoplasm Elemental, Medium
Medium Elemental (Water)
Hit Dice: 4d8+8 (26 hp)
Initiative: +6
Speed: 40 ft. (8 squares), swim 40 ft.
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack: +3/+5
Attack: Slam +5 melee (1d6+3 plus 1d6 acid)
Full Attack: Slam +5 melee (1d6+3 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid touch, envelop, improved grab
Special Qualities: Acid immunity, darkvision 60 ft., elemental traits, water subtype
Saves: Fort +6, Ref +3, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 4, Wis 11, Cha 11
Skills: Listen +6, Spot +5
Feats: Alertness, Improved Initiative
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: --
Level Adjustment: --

Ectoplasm Elemental, Large
Large Elemental (Water)
Hit Dice: 8d8+24 (60 hp)
Initiative: +8
Speed: 40 ft. (8 squares), swim 40 ft.
Armor Class: 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15
Base Attack: +6/+14
Attack: Slam +10 melee (2d6+6 plus 2d6 acid)
Full Attack: Slam +10 melee (2d6+6 plus 2d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid touch, envelop, improved grab
Special Qualities: Acid immunity, DR 5/--, darkvision 60 ft., elemental traits, water subtype
Saves: Fort +9, Ref +6, Will +2
Abilities: Str 19, Dex 19, Con 17, Int 4, Wis 11, Cha 11
Skills: Listen +8, Spot +7
Feats: Alertness,Improved Initiative, Weapon Focus (slam)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: --
Level Adjustment: --

Ectoplasm Elemental, Huge
Huge Elemental (Water)
Hit Dice: 16d8+64 (136 hp)
Initiative: +9
Speed: 40 ft. (8 squares), swim 40 ft.
Armor Class: 21 (-2 size, +5 Dex, +8 natural), touch 13, flat-footed 16
Base Attack: +12/+25
Attack: Slam +16 melee (2d8+7 plus 2d8 acid)
Full Attack: Slam +16 melee (2d8+7 plus 2d8 acid)
Space/Reach: 15 ft./15 ft.
Special Attacks: Acid touch, envelop, improved grab
Special Qualities: Acid immunity, DR 5/--, darkvision 60 ft., elemental traits, water subtype
Saves: Fort +14, Ref +10, Will +5
Abilities: Str 21, Dex 21, Con 19, Int 4, Wis 11, Cha 11
Skills: Listen +12, Spot +11
Feats: Alertness,Cleave,Dodge,Improved Initiative, Power Attack, Weapon Focus (slam)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: --
Level Adjustment: --

Ectoplasm Elemental, Greater
Huge Elemental (Water)
Hit Dice: 21d8+84 (178 hp)
Initiative: +10
Speed: 40 ft. (8 squares), swim 40 ft.
Armor Class: 22 (-2 size, +6 Dex, +8 natural), touch 14, flat-footed 16
Base Attack: +15/+29
Attack: Slam +20 melee (2d8+9 plus 2d8 acid)
Full Attack: Slam +20 melee (2d8+9 plus 2d8 acid)
Space/Reach: 15 ft./15 ft.
Special Attacks: Acid touch, envelop, improved grab
Special Qualities: Acid immunity, water subtype, darkvision 60 ft., DR 10/--, elemental traits
Saves: Fort +16, Ref +13, Will +7
Abilities: Str 23, Dex 23, Con 19, Int 4, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness,Cleave,Dodge, Great Cleave,Improved Initiative, Mobility, Power Attack, Weapon Focus (slam)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: --
Level Adjustment: --

Ectoplasm Elemental, Elder
Huge Elemental (Water)
Hit Dice: 24d8+96 (204 hp)
Initiative: +11
Speed: 40 ft. (8 squares), swim 40 ft.
Armor Class: 23 (-2 size, +7 Dex, +8 natural), touch 15, flat-footed 16
Base Attack: +18/+33
Attack: Slam +24 melee (2d8+10 plus 2d8 acid)
Full Attack: Slam +24 melee (2d8+10 plus 2d8 acid)
Space/Reach: 15 ft./15 ft.
Special Attacks: Acid touch, envelop, improved grab
Special Qualities: Acid immunity, water subtype, darkvision 60 ft., DR 10/--, elemental traits
Saves: Fort +18, Ref +15, Will +8
Abilities: Str 25, Dex 25, Con 19, Int 4, Wis 11, Cha 11
Skills: Listen +16, Spot +15
Feats: Alertness,Cleave,Dodge, Great Cleave,Improved Initiative, Mobility, Power Attack, Spring
Attack, Weapon Focus (slam)

Environment: Any land and underground
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral
Advancement: --
Level Adjustment: --

COMBAT

Ectoplasm elementals tend to ignore most things, but they are quick to attack if provoked. They grapple and envelop the closest opponent.

Acid Touch (Ex): Those struck by the ectoplasm elemental must make a Fortitude save (DC 10 + 1/2 elemental's HD) or take acid damage the following round. The amount of damage is the same as the amount added to the slam attack. For example, a Medium ectoplasm elemental would cause 1d6 points of acid damage the round after a successful attack, unless the target made a Fortitude save (DC 12).

Improved Grab (Ex): When the elemental makes a successful melee attack, it can follow up with an immediate grapple attempt. If this grapple is successful, the elemental can attempt to envelop the target.

Envelop (Ex): If the elemental makes a successful grapple, it can attempt to envelop the target. The target must make a Reflex save (DC 10 + 1/2 elemental's HD) or it gets drawn into the body of the elemental. The victim of this attack cannot free itself through physical means. Each round while trapped in this manner, the victim takes the same acid damage as the elemental causes with its acid touch. An ectoplasm elemental can envelop only 1 target that is one size smaller than itself, or up to 2 targets two sizes smaller than itself. For example, a Large ectoplasm elemental can envelop 1 Medium target, or 2 Small targets.

Damage Reduction: As the elemental grows in size, it gains the damage reduction listed.

Elemental Traits: An ectoplasm elemental has immunity to poison, sleep effects, paralysis, and stunning. It is not subject to critical hits or flanking. It cannot be raised, reincarnated or resurrected (though a limited wish,wish, miracle, or true resurrection spell can restore life). Since it is composed of ectoplasm and only while it is on its home plane, it is stunned for 1d4 rounds by dismiss ectoplasm. Otherwise the power works as normal. Darkvision 60 ft.

The Demiplane of Ectoplasm


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