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Manual of the Planes

Manual of the Planes

Manual of the Planes

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always find <strong>the</strong>mselves in <strong>the</strong> surf <strong>of</strong> an ocean surroundingMount Celestia. Very few portals from o<strong>the</strong>rplanes lead anywhere on Celestia o<strong>the</strong>r than to <strong>the</strong>Silver Sea.A sequence <strong>of</strong> portals connects Celestia’s seven layers.Each portal to a higher layer sits at <strong>the</strong> highest physicalpoint <strong>of</strong> <strong>the</strong> next lower layer. Moving through <strong>the</strong> layersis one and <strong>the</strong> same as ascending Mount Celestia.But what makes ascending Mount Celestia morethan just a matter <strong>of</strong> climbing is that each layer hasmany paths leading to <strong>the</strong> next layer. Only those whohave found some truth regarding law and goodness canfind <strong>the</strong> path. Thus, attaining <strong>the</strong> pinnacle involves aseries <strong>of</strong> trials during which <strong>the</strong> supplicant is slowlywashed <strong>of</strong> ideals that do not conform to <strong>the</strong> plane.However, <strong>the</strong>re are rumored to be nonspiritual shortcutsfor <strong>the</strong> traveler who knows where to look or whomto talk to.CELESTIA INHABITANTSCelestia is home to many creatures <strong>of</strong> good, such as aasimars,devas, planetars, and solars. In addition, severalgroups <strong>of</strong> good-aligned natives <strong>of</strong> <strong>the</strong> Material Plane haveset up residence on <strong>the</strong> lowest slope, along <strong>the</strong> beach <strong>of</strong><strong>the</strong> Silver Sea.Celestia’s primary residents, <strong>the</strong> archons, are to Celestiawhat <strong>the</strong> devils are to <strong>the</strong> Nine Hells: natives <strong>of</strong> <strong>the</strong> planeand purveyors <strong>of</strong> its ideals. Archons come in many types;most common are lantern archons, hound archons, andtrumpet archons (see <strong>the</strong> Monster <strong>Manual</strong>).CHAPTER 7:THE OUTERPLANESpqqqqrsBAHAMUT, THE PLATINUM DRAGONDBahamut: CR 25; Colossal dragon; HD 53d12+742; hp 1,086;Init +4; Spd 60 ft., fly 300 ft. (poor), swim 60 ft.; AC 54 (touch2, flat-footed 54); Atk +66/+61/+61/+61 melee (4d8+21/19–20,bite; 4d6+10, 2 claws; 2d8+10, 2 wings; 4d6+10, tail slap);Face/Reach 1 ft. by 50 ft./20 ft.; SA Breath weapons, frightfulpresence, spells, spell-like abilities; SQ Scent, damage reduction25/+4, immunities, see invisibility, keen senses, water breathing;SR 30; AL LG; SV Fort +43, Ref +29, Will +42; Str 53, Dex 10,Con 39, Int 35, Wis 36, Cha 35.Skills and Feats: Alchemy +40, Animal Empathy +40, Bluff +65,Concentration +72, Diplomacy +65, Disguise +34, Escape Artist+56, Ga<strong>the</strong>r Information +65, Heal +41, Intimidate +65, IntuitDirection +41, Knowledge (arcana) +34, Knowledge (dragonkind)+37, Knowledge (history) +34, Knowledge (nature) +34,Knowledge (<strong>the</strong> planes) +34, Knowledge (religion) +34, Listen+71, Scry +68, Search +65, Sense Motive +69, Spellcraft +68,Spot +71, Wilderness Lore +41; Alertness, Blind-Fight, CombatCasting, Expertise, Fly-By Attack, Hover, Improved Critical (bite),Improved Disarm, Improved Initiative, Power Attack, QuickenSpell-Like Ability (sunburst), Snatch, Wingover.Breath Weapons (Su): Bahamut has three different breathweapons:Cold: A cone <strong>of</strong> cold 80 feet long deals 36d10 points <strong>of</strong>damage. A Reflex save (DC 50) reduces <strong>the</strong> damage by half.Gaseous Form: A swirling mist fills a cone 80 feet long.Creatures within <strong>the</strong> cone are stunned and turned intogaseous form for 32 rounds. A Fortitude save (DC 50) negates<strong>the</strong> effect.Disintegration: A beam <strong>of</strong> blue light fills an area 5 feet high, 5feet wide, and 160 feet long. Creatures are obliterated if <strong>the</strong>y faila Fortitude save (DC 50). The beam blows a 5-foot-by-5-foot-by-160-foot hole in objects if <strong>the</strong>y fail <strong>the</strong>ir saving throws and deals18d10 points <strong>of</strong> damage if <strong>the</strong>y make <strong>the</strong>ir saving throws.Once Bahamut uses a breath weapon, he must wait 1d4rounds before he can brea<strong>the</strong> again, no matter which breathweapon he has used.Frightful Presence (Ex): Bahamut can unsettle foes with hismere presence. The power takes effect automatically wheneverBahamut attacks, charges, or flies overhead. Creatures within apqqqqrsradius <strong>of</strong> 480 feet are subject to <strong>the</strong> effect if <strong>the</strong>y have 52 orfewer Hit Dice.An affected creature can resist <strong>the</strong> effects by making a Willsave (DC 48). A successful saving throw makes a creatureimmune to Bahamut’s frightful presence for one day. Creatureswith 4 Hit Dice or fewer become panicked for 4d6 rounds if<strong>the</strong>y fail <strong>the</strong>ir saving throws. Creatures with 5 or more Hit Dicebecome shaken for 4d6 rounds if <strong>the</strong>y fail <strong>the</strong>ir saving throws.Good dragons (and Tiamat, <strong>the</strong> Chromatic Dragon) ignore <strong>the</strong>effects <strong>of</strong> Bahamut’s frightful presence.Spells: Bahamut is a 20th-level sorcerer and a 20th-levelcleric with access to <strong>the</strong> Good and Air domains. (Bahamut alsogains <strong>the</strong> granted powers associated with those domains.) Inhis natural form, Bahamut can cast his spells with but a word.Spell-like Abilities: Bahamut can use <strong>the</strong> following spell-likeabilities each three times a day as a 20th-level caster: controlwater, control wea<strong>the</strong>r, control winds, create food and water,detect thoughts, fea<strong>the</strong>r fall, fog cloud, foresight, quest, speak withanimals, and sunburst. He can use also use shapechange at willas a 20th-level sorcerer. The save DC for <strong>the</strong>se spell-like abilitiesis 14 + spell level.Immunities (Ex): Bahamut is immune to acid, cold, electricity,fire poison, sleep, and paralysis effects. Bahamut ignores <strong>the</strong>effects <strong>of</strong> spells and spell-like abilities <strong>of</strong> 5th level or less, just as if<strong>the</strong> spellcaster had failed to overcome Bahamut’s spell resistance.See Invisibility (Ex): Bahamut has <strong>the</strong> extraordinary ability tosee invisible creatures. This works like <strong>the</strong> see invisibility spellwith a range <strong>of</strong> 1,600 feet. This power is always active.Keen Senses (Ex): Bahamut sees four times as well as ahuman in low light conditions and twice as well in normal light.He also has darkvision to a range <strong>of</strong> 1,600 feet.Water Breathing (Ex): This ability allows Bahamut to brea<strong>the</strong>underwater indefinitely. He can freely use his breath weapons,spells, and o<strong>the</strong>r abilities while submerged.Possessions: Amulet <strong>of</strong> pro<strong>of</strong> against detection and location,bracers <strong>of</strong> armor +8, cloak <strong>of</strong> displacement, cubic gate, cube <strong>of</strong>force, gem <strong>of</strong> brightness, glove <strong>of</strong> storing, portable hole, ring <strong>of</strong>protection +5, ring <strong>of</strong> resistance +5, rod <strong>of</strong> alertness, rod <strong>of</strong> cancellation,and staff <strong>of</strong> power. The bonuses <strong>the</strong>se items grant are notreflected in <strong>the</strong> numbers given above.133

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