Nemui's picture
  Tsnng, Mage Tsnng, Warrior
  Medium Outsider (Extraplanar) Medium Outsider (Extraplanar)
Hit Dice: 6d8+6 (33 hp) 6d8+12 (39hp)
Initiative: +1 +3
Speed: 20 ft. 30 ft.
Armor Class: 16 (+1 Dex,+5 natural), touch 10, flat-footed 14 20 (+3 Dex,+7 natural), touch 13, flat-footed 17
BAB/Grapple: +6/+6 +6/+8
Attack: Claw +6 melee(1d4), or ranged touch +7 ranged (by spell) Claw +9melee (2d4+4/19-20/x3), orgemstone longsword +9 melee (1d8+4/19-20), or germstone javelin +10 ranged (1d6+3)
Full Attack: 2 claws +6melee (1d4), or ranged touch +7 ranged (by spell) 2 claws +9melee (2d4+4/19-20/x3), orgemstone longsword +9/+4 melee (1d8+4/19-20), or gemstone javelin +10 ranged (1d6+3)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
SpecialAttacks: Spells Alter claw, augmented critical
SpecialQualities: Damagereduction 5/magic, hardened matrix, hardened mind, immunities (deatheffects, disease, poison), see in darkness, tremorsense 60 ft. Damagereduction 5/magic, hardened matrix, hardened mind, immunities (deatheffects, disease, poison), see in darkness, tremorsense 60 ft.
Saves: Fort +3, Ref+6, Will +7 Fort +4, Ref+8, Will +6
Abilities: Str 11, Dex13, Con 12, Int 19, Wis 14, Cha 12 Str 15, Dex17, Con 14, Int 14, Wis 12, Cha 12
Skills: Concentration+10, Diplomacy +4, Knowledge (arcana +13, local +13, the planes +13),Listen +15, Sense Motive +6, Spellcraft +10 Craft(weapons) +5, Hide +6, Intimidate +7, Knowledge (local +11), Listen+10, Move Silently +9, Spot +10
Feats: Anti-PsionicMagic (B), Extend Spell, Improved Initiative, Spell Mastery(B), Spell Penetration CombatExpertise, Dodge, Improved Critical (claw) (B), PowerAttack, Weapon Focus (claw) (B)
Environment: QuasielementalPlane of Mineral QuasielementalPlane of Mineral
Organization: Solitary orteam (1-2 plus 2-4 warrior tsnng) Solitary orteam (2-4 plus 1-2 mage tsnng)
ChallengeRating: 6 5
Treasure: No coins;half goods; double gems No coins;half goods; double gems
Alignment: Usually Neutral Usually Neutral
Advancement: By characterclass By characterclass
LevelAdjustment: +6 +5

This thin humanoid appears to be made entirely of purple-blue crystal. It is tall and spindly, with a long, narrow head and a tiny mouth. The multifaceted surface of its body is shining and sparkling with a plethora of colors.

The tsnng (name unpronounceable by non-tsnng) are a race of "anthropomorphic gemstones" native to the Quasielemental Plane of Mineral, the border between the planes of Elemental Earth and Positive Energy. Reclusive, arrogant, and genderless, they claim to be the oldest race in creation. The fact that they are rumored to be effectively immortal beings seems to support this outrageous claim.The tsnng speak their own language, and most also learn Planar Trade or Terran.


Mage tsnng and warrior tsnng cooperate perfectly in combat. They act without any fear of death, which is not typical for immortal or near-immortal beings.A tsnng’s natural weapons are treated as magical weapons for the purpose of bypassing damage reduction.

Hardened Matrix (Ex): The crystal matrix of tsnng bodies is naturally resistant to vibrations. Although their bodies are made entirely of crystal, the tsnng are not treated as crystalline creatures when exposed to effects that work differently on such beings. In addition, all sonic effects deal only ½ standard amount of damage to a tsnng, regardless of whether or not a saving throw is allowed.

Hardened Mind (Ex): Despite the fact that the powers of the mind have traditionally been channeled through crystals, they do not seem to pass through the tsnng at all. A tsnng is immune to all mind-affecting psionic powers and psi-like abilities, and it has a +8 racial bonus on saving throws against all other psionic powers and psi-like abilities.This is a special exception to the "psionic-magic transparency" rule.

See in Darkness (Ex): On the Quasielemental Plane of Mineral, the tsnng can perceive their surroundings within a 90 ft. radius perfectly, regardless of ambient illumination. They are able to see in an extremely wide spectrum using any part of their bodies as a sensory organ, and this allows them to see normally even in magical darkness. On any plane other than Quasielemental Mineral, this ability does not function.

Tremorsense (Ex): The tsnng can sense ambient noise and vibration with extreme accuracy. This allows them to pinpoint the location of every creature in contact with the ground within a 60 range.

Skills: All tsnng have a +8 racial bonus on Listen checks.

MAGE TSNNGTsnng arcanists believe that they wield the powers bestowed upon them directly by their home plane. They employ many crystal-related spells and techniques unknown to other races.

Spells: A mage tsnng casts spells as a 6th-level wizard, but its Intelligence score is treated as 10 points higher to determine bonus spells per day.Typical spells prepared (4/6/5/4 per day; save DC 14 +spell level): 0 – detect magic, far hand, ghost sound, mending; 1st – comprehend language, mage armor, magic missile, shocking grasp, true strike, unseen servant; 2nd – blur, detect thoughts, minor image, scorching ray, tone echo*; 3rd – dispel magic, mineral burst*, light refraction*, protection from energy.* new spell, see below

WARRIOR TSNNGWarrior tsnng are the physical force of their people, and make up for their small numbers with great power and precision. Warriors act as guards, enforcers, soldiers, and the developers of gem weaponry. Indeed, all crafting within tsnng society generally falls to warriors.

Alter Claw (Su): As a full-round action, a warrior tsnng can morph one or both of its claws into 5-ft. long spear-like crystalline spikes. A claw in spike form inflicts 2d6 points of piercing or slashing damage, and still deals triple damage on a critical hit. The tsnng’s claw-related feats still apply. The morphed claws cannot be used to hold or otherwise manipulate items, and morphing them back requires another full-round action.

Augmented Critical (Ex):: The warrior tsnng’s claw deals triple damage on a successful critical hit.


The tsnng live almost exlusively on the Quasielemental Plane of Mineral. Their society is divided into many autonomous enclaves and cabals, each group claiming to be the sole possessor of the right and ability to decide what course is best for the race and the plane in general. All tsnng belong to one of two racial subtypes, either warriors or mages. This distinction is not relevant to a tsnng’s choice of cabal, nor to its social position, since both castes are equally valued.ECOLOGY

The tsnng are timeless beings, never growing old or dying from natural causes (but they can be killed, of course). They are omnivores, usually feeding on the least valuable minerals and ores found about them. The tsnng do not sleep, and more importantly - they do not breed. Certain documents claim that these ancient beings were originally formed spontaneously out of a single sound entoned by the proto-planes, imbued with magic, and crystalized on the Plane of Mineral. Supposedly, new tsnng still occasionally rise from the depths of the plane.

Tsnng WeaponsGemstone Weapons: These are the signature non-magical weapons of the Tsnng, with masterwork enhancement bonuses to attack and damage rolls, usually substantially larger than the standard +1 masterwork bonus that standard weapons can have. These bonuses generally range from +1 to +4, though there are some +5 weapons maintained by Tsnng cabals as having been created by the most ancient of gemsmiths in eons past.In the hands of Tsnng, gemstone weapons ignore ½ of a targeted object’s hardness. When a gemstone weapon is wielded by a non-Tsnng, the masterwork enhancement bonuses remain, but the weapon has no special ability to bypass damage reduction.Gemstone weapons have the same hardness, hit points, and weight of their steel equivalents.

Tsnng SpellsNote: The three spells detailed below function only on the Quasielemental Plane of Mineral.

Light Refraction: Transmutation; Level: Sor/Wiz3; Components:V, S; Casting Time: 1 standard action; Range: 50 feet; Area: 50-ft. burst centered on the caster; Duration:Instantaneous; Saving Throw: Fortitude partial (see text); Spell Resistance: Yes. By generating a spark of light and refracting a million-fold throughsurrounding crystals, the Tsnng can create a burst of candlepowerstrong enough to blind even the eyes of dragons. When this spell iscast, a light as bright as the brightest points of radiance is calledinto being, and all creatures in the affected area are blindedpermanently. Additionally, those in the area must also make Fortitudesaves or suffer searing pain in their eyes and brain, and beeffectively stunned for 1 round. Tsnng, with vision in a differentspectrum, are not affected by this spell.

Mineral Blast: Evocation; Level: Sor/Wiz 3; Components: V, S, M; Casting Time: 1 standard action; Range: Medium (100 feet + 10 ft./2 levels); Area: 20-ft. burst; Duration:Instantaneous; Saving Throw: Reflex half; Spell Resistance: No. This spell causes shards of the ambient crystal to forcefully erupt from the designated point in an explosive burst. All creatures and objects within range take 1d6 points of slashing and piercing damage per caster level (maximum 10d6), with a Reflex save allowed for half damage.

Tone Echo: Divination; Level: Sor/Wiz 2; Components:V, S, F; Casting Time: 1 standard action; Range: Touch;Target: Crystal touched; Duration: 1 hour/level; Saving Throw: None; Spell Resistance: No. Tone echo allows the Tsnng wizard to attune the tone within acrystal to echo the essence of passing creatures. At any time duringthe spell's duration, the wizard can look into the crystal and see aperfect image there of the creature who most recently passed. If thecrystal is disturbed while this spell is in effect, the echo is lost. Focus: A sliver of crystal of the same type as the formation tobe used.

For more information about the tsnng and their society, visit the Denizens page in the Planar Portals section of the planewalker.com site.

Nemui's picture
Joined: 2004-08-30
Shouldn't the Tssng mage have racia ...

Not necessarily. Many creatures without class levels cast spells as Sor/Wiz/Dru/whatever of level X. See the aranea, dragons, dryad, etc.

If he adds class levels, though, his spellcasting would improve. For example, a tsnng mage with 1 level of Wizard would cast spells as a 7th-level Wizard.

Iavas's picture
Joined: 2006-07-12

Ah! Comprendo. I didn't realize that the two creatures were seperate 'breeds' of the same species.

Iavas's picture
Joined: 2006-07-12
Shouldn't the Tssng mage have racia ...

Shouldn't the Tsnng mage have racial hit dice plus class hit dice?

zkie's picture
Joined: 2013-11-21
Re: Tsnng

I really appreciate sharing this great post. Keep up your work.This looks absolutely perfect. All these tinny details are made with lot of background knowledge. I like it a lot.

how can I increase my facebook fans / build my fans on facebook

Planescape, Dungeons & Dragons, their logos, Wizards of the Coast, and the Wizards of the Coast logo are ©2008, Wizards of the Coast, a subsidiary of Hasbro Inc. and used with permission.