CHAPTER 9:MONSTERSRake (Ex): A leonal that gets a hold can make two rakeattacks (+17 melee) with its hind legs for 1d6+5 points <strong>of</strong>damage each. If <strong>the</strong> leonal pounces on an opponent, itcan also rake.Spell-Like Abilities: At will—detect thoughts, discernalignment, fireball, hold monster, polymorph self, wall <strong>of</strong> force;3/day—cure critical wounds, neutralize poison, remove disease;1/day—heal. These abilities are as <strong>the</strong> spells cast by a10th-level sorcerer (save DC = 12 + spell level).Protective Aura (Su): As a free action, a leonal cansurround itself with a nimbus <strong>of</strong> light having a radius<strong>of</strong> 20 feet. This acts as a double-strength magic circleagainst evil and as a minor globe <strong>of</strong> invulnerability, both ascast by a 12th-level sorcerer. The aura can be dispelled,but <strong>the</strong> leonal can create it again as a free action on itsnext turn.Skills: Leonals receive a +4 racial racial bonus onBalance, Hide, and Move Silently checks.DEMONUridezu (Tanar’ri) Armanite (Tanar’ri) Goristro (Tanar’ri)Medium-Size Outsider Large Outsider Huge Outsider(Chaotic, Evil) (Chaotic, Evil) (Chaotic, Evil)Hit Dice: 7d8+7 (38 hp) 5d8+15 (37 hp) 16d8+96 (168 hp)Initiative: +3 (Dex) +0 –1 (Dex)Speed: 40 ft. 40 ft., fly 40 ft. (poor) 40 ft.AC: 15 (+3 Dex, +2 natural) 25 (–1 size, +6 natural, +8 plate 23 (–2 size, –1 Dex, +16 natural)barding, +2 large shield)Attacks: 2 claws +8 melee, bite +6 melee; Heavy lance +9 melee (or 2 slams +23 melee; oror tail slap +10/+5 ranged heavy flail +9 melee), rock +13/+8/+3 ranged2 hooves +4 meleeDamage: Claw 1d4+1, bite 1d6; tail Heavy lance 1d8+5, heavy flail Slam 2d6+13; rock 2d8+9slap 1d2+1 1d10+5, ho<strong>of</strong> 1d6+2Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 10 ft./5 ft. 10 ft. by 5 ft./10 ft.Special Attacks: Paralysis bite, whip tail, spell- Charge, summon tanar’ri Stamp, spell-like abilities,like abilities, rat empathy,rock throwingsummon tanar’riSpecial Qualities: Damage reduction 10/+1, Damage reduction 20/+2, Fast healing 5, damage reductionSR 17, tanar’ri qualities, scent SR 18, tanar’ri qualities 20/+2, SR 22, tanar’ri qualitiesSaves: Fort +6, Ref +8, Will +7 Fort +7, Ref +4, Will +5 Fort +16, Ref +9, Will +12Abilities: Str 13, Dex 17, Con 13, Str 20, Dex 11, Con 17, Str 29, Dex 8, Con 23,Int 8, Wis 14, Cha 14 Int 8, Wis 12, Cha 13 Int 5, Wis 15, Cha 13Skills: Animal Empathy +12, Hide +13, Hide –4, Intimidate +9, Intimidate +20, Jump +13,Listen +11, Move Silently +13, Listen +9, Spot +9, Wilderness Listen +21, Sense Motive+21,Spot +12 Lore +4 Spot +21Feats: Blind-Fight, Multiattack Ride-By Attack, Trample Blind-Fight, Cleave, ImprovedBull Rush, Power Attack, SunderClimate/Terrain: Any land and underground Any land Any land and undergroundOrganization: Solitary, pack (2–5), or troupe Solitary, company (5–8), or Solitary or pair(2–5 plus 10–40 rats or 5–8 troop (8–18 plus 1 hezrou)dire rats)Challenge Rating: 6 7 13Treasure: Standard Standard NoneAlignment: Always chaotic evil Always chaotic evil Always chaotic evilAdvancement: 8–16 HD (Medium-size); 6–10 HD (Large); 17–23 HD (Huge);17–21 HD (Large) 11–15 HD (Huge) 24–48 HD (Gargantuan)164The Abyss has hundreds <strong>of</strong> layers, each with a bewilderingarray <strong>of</strong> fearsome demons. The tanar’ri are <strong>the</strong> mostpowerful group <strong>of</strong> demons and form <strong>the</strong> core <strong>of</strong> manydemonic armies.Uridezu, armanites, and goristros have little incommon o<strong>the</strong>r than a shared delight in destructive violence.They are utterly depraved, greedy, and fickle. Ino<strong>the</strong>r words, <strong>the</strong>y’re perfectly suited to <strong>the</strong> plane <strong>the</strong>ycall home.These demons speak Abyssal, Celestial, and Draconic.COMBATDemons are fierce fighters, never giving quarter orasking for it (except as a trick or for perverse amusement).They’ll <strong>of</strong>ten “play” with weaker opponents, torturing<strong>the</strong>m before devouring <strong>the</strong>m. Against strong foes,<strong>the</strong>y deliver <strong>the</strong> best attacks <strong>the</strong>y can, <strong>the</strong>n flee ra<strong>the</strong>rthan put <strong>the</strong>mselves at undue risk.
Summon Tanar’ri (Sp): Tanar’ri can summon o<strong>the</strong>rs <strong>of</strong><strong>the</strong>ir kind as though casting a summon monster spell, but<strong>the</strong>y have only a limited chance <strong>of</strong> success. Roll d%: On afailure, no tanar’ri answer <strong>the</strong> summons. Summonedcreatures remain for 1 hour, <strong>the</strong>n return to <strong>the</strong>ir homesin <strong>the</strong> Abyss. A tanar’ri that is itself summoned cannotuse its own summon ability for 1 hour.Many tanar’ri are loath to use <strong>the</strong>ir summon ability,because doing so leaves <strong>the</strong>m in <strong>the</strong> debt <strong>of</strong> <strong>the</strong> tanar’ri<strong>the</strong>y summon. They only risk owing such a debt if <strong>the</strong>irown lives are at risk.Tanar’ri QualitiesImmunities (Ex): Tanar’ri are immune to poison andelectricity.Resistances (Ex): Tanar’ri have acid, cold, andfire resistance 20.Telepathy (Su): Tanar’ri cancommunicate telepathicallywith any creature within 100feet that has a language.URIDEZUThese rat-fiends are among<strong>the</strong> most common demonsfound outside <strong>the</strong> Abyss.They are <strong>of</strong>ten sent to<strong>the</strong> Material Plane onerrands for more powerfultanar’ri. Somehave been trapped<strong>the</strong>re for centuries,befriending <strong>the</strong> localrats and making life miserablefor nearby residents.Craven creatures,<strong>the</strong>y delight inpraise from <strong>the</strong>ir mastersand do nearly anythingto please <strong>the</strong>m.Uridezu resemblehairless rat-people,walking upright butsniffing <strong>the</strong> air withwhiskered snouts. Theyhave long, flexible tailsand feral claws. Awarethat most creatures find<strong>the</strong>m hideous, uridezustranded on ano<strong>the</strong>r plane<strong>of</strong>ten lair underground where<strong>the</strong>y have a measure <strong>of</strong> privacy.They command local rats to act asscouts and spies while scavenging for <strong>the</strong>ir own food.CombatAn uridezu likes to attack from surprise, using its rats toact as scouts and s<strong>of</strong>ten up opponents. Then it covers <strong>the</strong>area in darkness, attempts to disarm an opponent with itstail, and paralyzes it with its bite. Paralyzed victims are<strong>of</strong>ten dragged <strong>of</strong>f to feed <strong>the</strong> uridezu or its rats.Paralysis Bite (Ex): Those hit by an uridezu’s bitemust succeed at a Fortitude save (DC 14) or be paralyzedfor 2d6 minutes.Whip Tail (Ex): An uridezu can wield its tail like awhip, generally to trip or disarm opponents. Even if itfails a trip or disarm attempt, <strong>the</strong> uridezu cannot loseits tail.Spell-Like Abilities: At will—darkness, desecrate,detect good; 1/day—unholy blight. These abilities are as<strong>the</strong> spells cast by a 14th-level sorcerer (save DC = 12 +spell level).Rat Empathy (Ex): Normal and dire rats instinctivelyrecognize an uridezu as <strong>the</strong>ir lord and master. This gives<strong>the</strong> uridezu a +4 racial bonus onchecks when influencing <strong>the</strong>animal’s attitude and allows<strong>the</strong> communication <strong>of</strong> simpleconcepts and commandssuch as “friend,” “foe,” “flee,”and “attack.”Summon Tanar’ri (Sp):Once per day, an uridezucan attempt to summonano<strong>the</strong>r uridezu with a40% chance <strong>of</strong> success.ARMANITEArmanites are demonicheavy cavalry, charginginto <strong>the</strong> ranks <strong>of</strong><strong>the</strong>ir foes with uncontainedblood lust andfury. They rise from <strong>the</strong>Abyss to make war on allthat is good and lawful.Looking like pale,undead centaurs with<strong>the</strong> horns <strong>of</strong> bulls, armanitesare a terror to beholdon <strong>the</strong> battlefield. Theywear full plate barding,with <strong>the</strong> bristles andspines <strong>of</strong> <strong>the</strong>ir inhumanform sticking throughgaps in <strong>the</strong> armor.CombatArmanites know <strong>the</strong>ir role on<strong>the</strong> battlefield and take to it with greatrelish. Their charges are designed to deliver maximumdestruction and mayhem. Once engaged in melee,<strong>the</strong>y switch to heavy flails and spin wildly, swinging <strong>the</strong>irflails as <strong>the</strong>y kick with <strong>the</strong>ir hooves.Charge (Ex): When armanites charge with lances,<strong>the</strong>y deal double damage just as mounted lancers do.Illus. by W. ReynoldsCHAPTER 9:MONSTERS165
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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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PlutonThe third gloom of Hades is a
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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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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