CHAPTER 9:MONSTERSCELESTIALFirre (Eladrin)Leonal (Guardinal)Medium-Size Outsider (Chaotic, Good) Medium-Size Outsider (Good)Hit Dice: 8d8+8 (44 hp) 12d8+24 (78 hp)Initiative: +6 (+2 Dex, +4 Improved Initiative) +3 (Dex)Speed: 40 ft., fly 90 ft. (perfect) 60 ft.AC: 24 (+2 Dex, +12 natural) 27 (+3 Dex, +14 natural)Attacks: +3 greatsword +16/+11 melee 2 claws +17 melee, bite +12 melee(or slam +13/+8 melee);or +5 javelin +15/+10 rangedDamage: +3 greatsword 2d6+10; slam 1d6+7 Claw 1d6+5, bite 1d8+2and 1d6 fire; +5 javelin 1d6+10Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.Special Attacks: Spell-like abilities, spells, gaze Roar, pounce, improved grab, rake 1d6+5,spell-like abilitiesSpecial Qualities: Damage reduction 20/+2, SR 27, Damage reduction 25/+3, SR 28,song, magic circle against evil,protective aura, celestial qualitiescelestial qualities, alternate formSaves: Fort +7, Ref +8, Will +9 Fort +10, Ref +11, Will +10Abilities: Str 20, Dex 14, Con 12, Str 21, Dex 17, Con 15,Int 17, Wis 16, Cha 18 Int 14, Wis 14, Cha 15Skills: Bluff +15, Concentration +12, Balance +22, Hide +22, Knowledge (any) +17,Diplomacy +19, Disguise +15,Listen +17, Move Silently +22, SenseKnowledge (<strong>the</strong> planes) +14, Motive +17, Spot +17, Wilderness Lore +17Perform +17, Sense Motive +14,Spellcraft +14Feats: Flyby Attack, Improved Initiative, Dodge, Mobility, Spring Attack, TrackSkill Focus (Perform)Climate/Terrain: Any land and underground Any land and undergroundOrganization: Solitary or troupe (2–5) Solitary or pride (4–16)Challenge Rating: 10 12Treasure: No coins; double goods; No coins; double goods;standard itemsstandard itemsAlignment: Always chaotic good Always neutral goodAdvancement: 9–16 HD (Medium-size); 13–18 HD (Medium-size);17–24 HD (Large) 19–36 HD (Large)162The Outer <strong>Planes</strong> that celestials call home foster anastounding variety <strong>of</strong> good creatures. Despite <strong>the</strong>ir greatdiversity, all celestials unite to battle fiends from <strong>the</strong>infernal realms or to assist lost travelers.Guardinals (neutral good) and eladrins (chaoticgood) are invariably creatures <strong>of</strong> great beauty, though<strong>the</strong>ir appearances vary. Creatures <strong>the</strong>y’ve helped on <strong>the</strong>Material Plane sometimes refer to <strong>the</strong>m simply as“angels.”Like all celestials, <strong>the</strong> guardinal and eladrin presentedhere speak Celestial, Infernal, and Draconic.COMBATCreatures <strong>of</strong> forthright goodness, celestials don’t attackwithout compelling reason—it <strong>of</strong>ten takes a directassault or a threat against a defenseless victim to rouse<strong>the</strong>m to violence. They try to spare innocents andbystanders whenever possible and use nonlethal attacksif <strong>the</strong>y can win <strong>the</strong> fight that way. Their mobility andarray <strong>of</strong> magical abilities make <strong>the</strong>m cagey foes. They take<strong>the</strong> time to plan <strong>the</strong>ir attacks carefully, only wadingimmediately into melee if <strong>the</strong> situation is dire.CELESTIAL QUALITIESTongues (Su): All celestials can speak with any creaturethat has a language, as though using a tongues spellcast by a 14th-level sorcerer. This ability is always active.Immunities (Ex): All celestials are immune to electricityand petrification attacks.Resistances (Ex): Guardinals and eladrins have coldand acid resistance 20. All celestials receive a +4 racialbonus on Fortitude saves against poison.Keen Vision (Ex): All celestials have low-light visionand 60-foot darkvision.FIRREThe firre (pronounced feer) eladrins love nothing morethan an evening spent dancing and singing around <strong>the</strong>campfire, but such frivolity masks <strong>the</strong>ir serious purposeas guardians <strong>of</strong> artistry and beauty. Devotees <strong>of</strong> all things
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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MANUAL OF THE PLANESJeff Grubb, Bru
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INTRODUCTIONIntroductionThis book i
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of the universe (earth, air, fire,
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within a plane where the rules are
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Shapes of the PlanesinfiniteGreat W
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save (DC 25) or gain a negative lev
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Illus. by A. Swekelven if a plane i
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Planar RelationshipsPlaneAPlane ACo
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Creatures that use positive or nega
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GETTING FROM PLANETO PLANEThe plane
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Illus. by A. Swekelhe planes are la
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Spot (Wis), and Use Magic Device (C
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Direction (Wis), Jump (Str), Knowle
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damage bonus does not apply to crea
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to a limited extent. On planes with
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Greater planar bindingHoly wordLess
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elemental form to put out nonmagica
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Audible Alarm: An audible portal al
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On planes you create yourself, safe
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Illus. by A. Swekelhe Material Plan
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Oerth’s cosmology is laid out in
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Illus. by A. Swekelhe Transitive Pl
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spells and spell-like effects that
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often used by astral travelers who
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There is no day or night on the Ast
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Table 5-3: Astral Encountersd% Enco
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try to lure adventurers away from e
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even if prisoners escape, they’re
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Any creature becoming ethereal (inc
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The Plane of Shadow does not connec
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describes some typical abilities an
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Illus. by A. Swekelhe Inner Planes
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positiveElementalPlane ofWaterThree
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A maximum of 20d6 points of damage
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of material and have his life crush
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Table 6-2: Elemental Plane of Earth
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MOVEMENT AND COMBATThe Elemental Pl
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ELEMENTAL PLANEOF WATERIt is an oce
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Red TidesA dangerous contagion has
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• Impeded Magic: Spells and spell
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Class abilities that use positive e
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Illus. by A. Swekelf the Inner Plan
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CHAPTER 7:THE OUTERPLANES87Beastlan
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everything within a ten-mile radius
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Only those who suffer mortal wounds
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Plane drift through the miasma: bit
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FamiliarityVery familiarStudied car
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Every word, scream, or shout is cau
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oulders, and worked stone, as if a
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directional gravity. Unless stated
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sun no brighter than the Material P
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and Colothys confines liars whose u
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OthrysCathrysMinethysColothysPorpha
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Normal petitioners in Hades gain on
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- Page 137 and 138: BYTOPIA INHABITANTSBytopia is home
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- Page 154 and 155: CHAPTER 8:DEMIPLANES154to multiple
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are needed to swim through it. Movi
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Myriad PlanesCosmologyplanar clumpp
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sends that character’s double fro
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WINDING ROAD LINKSPlanar travelers
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Planar Rips: Planar rips are holes
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Lolth 100, 103Lucid Dreaming 203Lun
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Table 1: Modron CastesCaste No. of
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4pursuit of order is particularly b
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THE MODRONCATHEDRALDeep in the hear
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drones have limited conversational
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10tually any environment, withstand
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12Modron Traits: Immune to mind-inf
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Face/Reach: 5 ft. by 5 ft./10 ft.Sp
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16Spell-Like Abilities: At will—c
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Wholeness of Body (Su): A secundus
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2of the common room into other part
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credence to this theory by occasion
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PLAY MOREFREE D&D® V.3.5 ACCESSORY
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Table of ContentsThe Nature of the
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Pandemonium: Electricity and sonic
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Manual of the Planes MonstersFeats