Dragon #174
| Glomus | Shard | Spined shard | |
|---|---|---|---|
| Glomus | Shard | Spined shard | |
| Climate/Terrain: | Plane of Mineral | Plane of Mineral | Plane of Mineral |
| Frequency: | Very rare (common) | Uncommon (rare) | Rare (very rare) |
| Organization: | Solitary or pod | Swarm | Solitary or pod |
| Activity Cycle: | Any | Any | Any |
| Diet: | Positive energy | Positive energy | Positive energy |
| Intelligence: | Average | Low | Average to very |
| Treasure: | Nil (Q ×5) | Nil (U) | Nil (T,U,V,X) |
| Alignment: | Neutral | Neutral | Neutral evil |
| No. Appearing: | 1d6 | 2d10 (see text) | 1d4 |
| Armor Class: | 0 | -4 | -6 |
| Movement: | Fly 9 (B) | Fly 20 (B) | Fly 24 (B) |
| Hit Dice: | 1-10 | 5-10 | 7+14 |
| THAC0: | variable | variable | 13 |
| No. of Attacks: | 1 | 1 | 4 |
| Damage/Attack: | 1d4 per HD | 2d4+2 (+1 per HD) | 1d4/1d4/1d4/1d4 |
| Special Attacks: | Area-effect explosive death | Color burst | Energy stingers, energy burst |
| Special Defenses: | +2 or better weapon to hit, destroys nonmagical weapons, flight, elemental abilities, regeneration | +2 or better weapon to hit, destroys lesser weapons, flight, elemental abilities | +2 or better weapon to hit, destroys lesser weapons, flight, elemental abilities |
| Magic Resistance: | Nil | 15% | 75% (see text) |
| Size: | S-L (1’-10’) | M-L | L (12’ long) |
| Morale: | Steady (12) | Steady (12) | Champion (15) |
| XP Value: | variable | variable | 10,000 |

The glomus is one of the many unusual creatures encountered on the quasielemental plane of Mineral, and only on the rarest of occasions is it encountered away from its native plane. Appearing to be nothing more than a great compact mass of individual crystals, the glomus “flies” serenely through the Mineral realm using a form of levitation. This movement is combined with a process similar to a passwall spell, allowing the glomus to travel through any medium that it might encounter.
Combat: A pseudomagnetism holds the crystals rigidly in place in a roughly spherical shape that measures 1d10 feet across (a glomus has 1 HD per 1' of diameter). Many sharp-edged spires of crystal protrude at various angles, providing the glomus with weaponry readied in every direction. During combat, the glomus attempts to collide with an enemy, inflicting 1d4 hp damage for each hit die it possesses; thus, a 6'-diameter, 6-HD glomus inflicts 6d4 hp damage.
The conglomerate surface of the glomus is extremely hard (AC 0) and protects the creature from any normal weapon; even weapons of +1 enchantment are unable to harm a glomus. Any weapon that is not magical will automatically shatter upon striking the glomus. Blunt weapons of +2 magic or better are capable of inflicting double damage on a successful hit.
When a glomus reaches zero hit points, the pseudomagnetic bonds holding it together are nullified and the crystalline beast will explosively burst apart. This detonation projects the individual components at great speed, and any creature within a 20' radius receives 1d4 hp damage for each hit die the glomus had. Those who successfully save vs. breath weapon take only half damage.
Amazingly, after an hour of disruption, the component crystals begin to reform the glomus. This process takes one day for each hit die the glomus had. Only when the crystals are completely shattered (when it has taken over twice its total hit points in damage) is a glomus truly destroyed.

The crystalline shard is one of many minor quasi-elementals on the plane of Mineral. This sentient mineral life form is of low intelligence and is rarely encountered on the Prime Material plane. Shards are, however, occasionally summoned in order to serve as guards for some treasure, almost always gems as they will guard these without hesitation.
In the Mineral plane, these highly mobile crystals can be found skirting the area that lies between the realm of Mineral and the Positive Material plane. Here they absorb the power that gives them life, making forays through the Mineral plane and sometimes traveling to the depths of the elemental plane of Earth. Shards always move about in swarms, the most common group consisting of 2d10 individuals of various sizes (90% chance). Rarely (9% chance), the shards travel in larger swarms, numbering 100 individuals. There are reports of huge groupings with over 1,000 shards, but such groups are very rare (1% chance).
Combat: Composed entirely of crystal, the shard possesses an extremely hard surface that can be harmed only by weapons of +2 or better enchantment. Any nonmagical weapon that strikes a shard has a 25% chance of shattering. Magical weapons are entitled to a saving throw vs. crushing blow in order to avoid this effect.
The attack method employed by the shard consists of a slashing assault with its razor-sharp edges. These edges are the equivalent of +2 weapons and inflict 2d4+2 hp damage, plus 1 hp damage per hit die (+5 to +10).
Once per day, a shard can employ an unusual ability by spinning rapidly in place, emitting a paralyzing burst of multicolored light (as per the wizard spell, color spray) that covers an area with a 30' radius. Anyone caught within the area of effect must save vs. spells or stand bedazzled for 2d4 rounds, even if attacked; paralyzed victims are much easier to strike ( +4 on the attackers' to-hit roll).
A shard swarm will very rarely be sent to the Prime Material plane on a special mission, usually to seek out any adventurers that may have taken large numbers of gems from the quasi-plane of Mineral.
There are also reported sightings of shards over 15' long, weighing several tons, but these rumors have not been substantiated.

Perhaps the most dangerous and feared inhabitant of the border area that lies between the quasi-plane of Mineral and the Positive Material plane is the spined shard. This malign creature is at home both deep into the pure positive energy that it absorbs and within the realm of Mineral - the spined shards hunting ground.
Combat: The spined shard is a highlyintelligent and extremely cunning opponent.The surface of the creature is veryhard; only weapons of +2 or better enchantmentcan damage a spined shard,and any lesser weapons that make contactwill automatically melt (weapons of +1enchantment have a 50% chance of beinglikewise affected).
In a 10' radius, the spined shard constantly generates a field of intense magical interference that acts as a limited antimagic shell. This field has a 75% chance of distorting and ruining any spell cast into the area.
During combat, the spined shard uses its four small tentacles for attack purposes. Each whiplike appendage can inflict 1d4 hp damage. If two or more of these attacks successfully strike a single opponent, the victim is automatically grasped and pulled within range of the two doublewhip stingers. These stingers can attack a grappled opponent, having a +4 to hit such victims and inflicting 2d6 hp of energy damage.
The most feared attacks used by the spined shard are the four energy bursts that it can hurl each day. These rays are emitted from the four radial spines, each traveling in a tight beam that is only one inch in diameter. This powerful force can strike one victim for 8d8 hp damage (save vs. spells to avoid the beam and all damage). Each energy beam had a range of 75'. In addition, the victim of this attack retains half of the energy that struck him for a duration of one turn. During this time, any living being that approaches within 5' will cause the residual energy to arc, striking this new victim for 4d8 hp damage (save vs. paralysis for half damage). Victims of the secondary pulse do not retain a charge that causes further arcing.
This predator is vindictive and will kill for no reason. They will wantonly attack entire swarms of shards, feeding on their stored energies. Creatures that approach within 90' risk instant attack by these beings. When sorely injured, spined shards attempt to grab opponents and plane shift deep into the Positive Material plane on the following round.
High-level wizards will occasionally summon spined shards to serve as a guardians for particularly powerful magical items. Extreme care should be taken, however, for without the proper protection the wizard will be instantly attacked.