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Manual of the Planes

Manual of the Planes

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precious and lovely, firres take up arms to protect works<strong>of</strong> art and <strong>the</strong> artists who create <strong>the</strong>m. They’re <strong>the</strong> mostwidely traveled <strong>of</strong> <strong>the</strong> eladrins, going far and wide to heara noted bard, gaze at a particularly dazzling sunset, or witnessa finely acted drama.A firre resembles a red-haired elf at first glance,but its brightly glowing eyes give its celestialheritage away: There is no iris or pupil, justflickering, dancing flames. Firres can alsotransform <strong>the</strong>mselves at will into floatingpillars <strong>of</strong> fire.CombatFirres seek to disrupt a battlewith <strong>the</strong>ir wide array <strong>of</strong> spellsand spell-like abilities before afight can begin in earnest.When possible, <strong>the</strong>y protectany innocents and preciousitems in <strong>the</strong> vicinity fromharm before turning <strong>the</strong>irattention to <strong>the</strong> enemy.When <strong>the</strong>y do fight, <strong>the</strong>ymaneuver as pillars <strong>of</strong> fire,<strong>the</strong>n transform into humanoidform to use <strong>the</strong>irgaze and spell attacks, andfinally wade into combat with<strong>the</strong>ir +3 greatswords or throw<strong>the</strong>ir +5 javelins (most firrescarry four).Spell-Like Abilities: Atwill—detect thoughts, fireball,improved invisibility, persistentimage, polymorph self, see invisibility,wall <strong>of</strong> fire; 1/day—prismaticspray. These abilities are as <strong>the</strong>spells cast by a 10th-level sorcerer(save DC = 14 + spell level).Spells: Firres in humanoid form cancast divine spells from <strong>the</strong> cleric listand <strong>the</strong> Chaos, Fire, Good, and Magicdomains as 12th-level clerics (saveDC = 13 + spell level).Song (Su): A firrehas a captivating voiceand can use bardicmusic just as a bard can,inspiring courage, fascinating,inspiring competence, or giving suggestions to thosewho hear it (see Bardic Music in Chapter 3 <strong>of</strong> <strong>the</strong> Player’sHandbook). Unlike a bard, however, a firre can sing as<strong>of</strong>ten as it likes.Gaze (Su): In humanoid form, deals 2d6 points <strong>of</strong> firedamage and causes blindness as <strong>the</strong> spell, range 60 feet,Fortitude DC 16 negates.Magic Circle against Evil (Su): A magic circleagainst evil effect always surrounds firres, identicalwith <strong>the</strong> spell cast by an 8th-level sorcerer. The effectcan be dispelled, but <strong>the</strong> firre can create it againduring its next turn as a free action. (The defensivebenefits from <strong>the</strong> circle are not included in <strong>the</strong> statisticsblock.)Alternate Form (Su): A firre can shift between itshumanoid and fiery forms as a standard action.In humanoid form, it cannot fly or use its fireattacks, but it can use its gaze attack andspell-like abilities, make weapon attacks,sing, and cast spells. In <strong>the</strong> form <strong>of</strong> a pillar <strong>of</strong>fire, it can fly, make slam attacks,and use spell-like abilities, but itcannot sing, cast spells, or use itsgaze attack.A firre remains in one formuntil it chooses to take <strong>the</strong> o<strong>the</strong>rform. A change in form cannot bedispelled, nor does a firre revert toany particular form when killed. Atrue seeing spell reveals both formssimultaneously.LEONALOne <strong>of</strong> <strong>the</strong> most powerful guardinalforms, a leonal is every bit as regal asa lion <strong>of</strong> <strong>the</strong> Material Plane. And as afoe, it can be just as terrifying, bellowingmighty roars and slashingwith razor-sharp claws.A leonal is a squat, muscularhumanoid covered in short, tawny fur.It has <strong>the</strong> head <strong>of</strong> a lion, complete witha golden, flowing mane and a shortmuzzle. Its yawn exposes rows <strong>of</strong>long, sharp teeth.CombatLeonals like <strong>the</strong>ir battles asstraightforward as can be.They begin with a roar toput <strong>the</strong>ir foes <strong>of</strong>f balance,<strong>the</strong>n follow up with afrenzy <strong>of</strong> claw and biteattacks. They closely coordinatewith o<strong>the</strong>rs in<strong>the</strong>ir pride, watching oneano<strong>the</strong>r’s flanks and settingup devastating attacks.Roar (Su): A leonal can roar up to three times a day.Each roar releases a blast in a 60-foot cone that duplicates<strong>the</strong> effects <strong>of</strong> a holy word spell and deals an additional 2d6points <strong>of</strong> sonic damage (Fortitude save DC 18 negates).Pounce (Ex): If a leonal leaps on a foe during <strong>the</strong> firstround <strong>of</strong> combat, it can make a full attack even if it hasalready taken a move action.Improved Grab (Ex): To use this ability, <strong>the</strong> leonalmust hit with its bite attack. If it gets a hold, it can rake.Illus. by M. CavottaCHAPTER 9:MONSTERS163

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