This creature is a powerfully built, roughly humanoid-shaped monolith of black stone. Its hands end in wicked, serrated and jagged claws. No facial features can be discerned.
When reduced to 0 or less hit points, an obsidian quasi-elemental explodes in a cloud of razor-sharp bits of obsidian. A creature caught in the area can make a Reflex save for half damage. The save DC is Constitution-based.
A successful hit against an obsidian quasielemental with a piercing or slashing weapon (or piercing or slashing natural attack) that deals damage equal to its current HD opens a wound that spurts molten glass. The wound bleeds for 1d4 rounds and any creature within 5 feet must make a Reflex save or take fire damage from the splash. A new save must be made each round the wound bleeds and a creature is within the area. The save DC is Constitution-based.
Environment Quasi-Plane of Obsidian
In a quasi-realm where elemental water and elemental fire conjoin, there exists a pocket plane known as the Quasi-plane of Obsidian; a plane of barren wastes and blackened rock, of razor-sharp obelisks and fields of sharpened glass. Creatures native to this plane appear as blackened obsidian with jagged, serrated, or clear-cut angles and edges. Some have barbed spikes adorning their elemental forms.
Obsidian quasi-elementals are usually encountered on their home plane or on the Plane of Fire. Still some can be found on the Obsidian Plain in the Plane of Molten Skies. Most, however, prefer the serenity that the Quasi-plane of Obsidian offers, and thus they rarely venture forth unless summoned.
Obsidian quasi-elementals are deadly combatants and strike with their sharpened claws, ripping and tearing at their opponents. They are relentless in their attacks and never give quarter.
Obsidian Quasi-Elemental from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.