CHAPTER 9:MONSTERSIllus. by W. Reynolds166For <strong>the</strong> purposes <strong>of</strong> feat selection, <strong>the</strong>y are consideredto have <strong>the</strong> Mounted Combat feat (only to satisfy prerequisites;it has no game effect).Summon Tanar’ri (Sp): Once per day, an armanite canattempt to summon 1d10 dretches or ano<strong>the</strong>r armanitewith a 30% chance <strong>of</strong> success.GORISTROThe hulking goristros are kept as destructive siegeengines and pets by powerful demon lords. Stupid creatures,<strong>the</strong>y exist only to smash anything <strong>the</strong>y can. Centuriesin <strong>the</strong> Abyssal breeding pits have rendered<strong>the</strong>m frighteningly effective at that task.A goristro looks like a twisted crossbetween a bison and a human, with asquat, muscular body and broadshoulders supporting a massivehorned head. Its armsare overly long, enabling <strong>the</strong> goristro to walk onits knuckles like a gorilla.CombatGoristros are incapable <strong>of</strong> subtlety andhave only a feral grasp <strong>of</strong> combattactics. They usually charge intobattle and beat enemies with <strong>the</strong>irmassive fists until <strong>the</strong> fight isover. They use <strong>the</strong>ir stampability if <strong>the</strong>y’re outnumberedby smaller creatures.Unlike o<strong>the</strong>r tanar’ri,goristros cannot summono<strong>the</strong>r tanar’ri.Stamp (Ex): By stamping itsmassive feet on <strong>the</strong> ground, agoristro can produce a shockwave that sends its foescareening <strong>of</strong>f-balance. Theshock lasts 1 round, duringwhich time creatures on <strong>the</strong>ground within 60 feet <strong>of</strong><strong>the</strong> goristro can’t move or attack.Spellcasters within rangemust make successful Concentrationchecks (DC 20 + spell level) or lose any spells<strong>the</strong>y try to cast. All creatures standing in range mustmake Reflex saves or fall down. Most structures on openground and caverns underground collapse, dealing 8d6points <strong>of</strong> damage to those caught within or beneath <strong>the</strong>rubble (Reflex DC 15 half ). The goristro can stamp thisway three times per day.Spell-Like Abilities: At will—fear as <strong>the</strong> spell cast by a10th-level sorcerer (save DC = 11 + spell level). A goristrocan continuously use see invisibility as <strong>the</strong> spell cast by a10th-level sorcerer.Rock Throwing (Ex): Goristro are trained to throwrocks weighing 60 to 80 pounds. These missiles have arange increment <strong>of</strong> 140 feet.DEVILBaator’s devils seek to place <strong>the</strong> planes under a shroud<strong>of</strong> evil. Their dark minions scheme to overthrow all thatis good, establishing a tyrannical structure with <strong>the</strong>mselveson top.Most fiends inhabiting Baator are baatezu. Because<strong>the</strong>y come from such a regimented plane, it’s <strong>of</strong>ten difficultto tell apart members <strong>of</strong> a particularbaatezu type. They tend to dress alike andspeak alike, because individuality gets stampedout ruthlessly.The baatezu described below speak Infernal,Celestial, and Draconic.COMBATDevils favor organized battles,and <strong>the</strong>y use small-grouptactics whenever <strong>the</strong>y can t<strong>of</strong>lank or surround foes, s<strong>of</strong>tenup targets with rangedattacks, and divideup large groups withspell-like abilities beforetackling <strong>the</strong>m piecemeal.Summon Baatezu (Sp):Most baatezu can summon<strong>the</strong>ir cohorts muchas though casting a summonmonster spell, but<strong>the</strong>y have only a limitedchance <strong>of</strong> success.Roll d%: On a failure,no baatezu answer <strong>the</strong>summons. Summonedcreatures automaticallyreturn whence <strong>the</strong>ycame after 1 hour, and<strong>the</strong>y can’t use <strong>the</strong>ir ownsummoning ability if<strong>the</strong>y were summoned<strong>the</strong>mselves. And in <strong>the</strong>rigid caste society <strong>of</strong> <strong>the</strong> baatezu,<strong>the</strong> summoner is always obliged to repay <strong>the</strong> summonedbaatezu somehow. Many devils are loath to entangle<strong>the</strong>mselves so.Baatezu QualitiesImmunities (Ex): Baatezu are immune to fire andpoison.Resistances (Ex): Baatezu have cold and acid resistance20.See in Darkness (Su): All devils can see perfectly indarkness <strong>of</strong> any kind, even that created by deeper darknessspells.Telepathy (Su): Baatezu can communicate telepathicallywith any creature within 100 feet that has alanguage.
Spinagon (Baatezu)Narzugon (Baatezu)Small Outsider (Evil, Lawful)Medium-Size Outsider (Evil, Lawful)Hit Dice: 3d8 (13 hp) 10d8+10 (55 hp)Initiative: +1 (Dex) +2 (Dex)Speed: Fly 120 ft. (average) 20 ft.AC: 16 (+1 size, +1 Dex, +4 natural) 25 (+2 Dex, +4 natural, +8 spikedplate mail, +1 small shield)Attacks: Talons +4 melee; or 2 spikes +5 ranged Heavy lance +14/+9 melee; or heavypick +14/+9 meleeDamage: Talons 1d4 and 1d4 fire; spike 1d4+1 Heavy lance 1d8+4; heavy pick 1d6+4and 1d4 fireFace/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.Special Attacks: Spell-like abilities, summon baatezu Baleful gaze, spell-like abilities,summon baatezuSpecial Qualities: SR 18, spike regeneration, baatezu qualities Damage reduction 20/+2, SR 23, baatezu qualitiesSaves: Fort +3, Ref +4, Will +4 Fort +8, Ref +9, Will +8Abilities: Str 10, Dex 13, Con 11, Str 18, Dex 14, Con 13,Int 8, Wis 13, Cha 13 Int 12, Wis 13, Cha 19Skills: Diplomacy +7, Hide +8, Listen +7, Spot +7 Intimidate +17, Knowledge (<strong>the</strong> planes) +13,Ride +15, Search +14, Sense Motive +14, Spot +14,Wilderness Lore +14Feats: Point Blank Shot Improved Critical (heavy pick),Mounted Combat, Ride-By AttackCHAPTER 9:MONSTERSClimate/Terrain: Any land and underground Any landOrganization: Solitary or flock (2–5) Solitary (with mount) or pair (with mounts)Challenge Rating: 4 9Treasure: None Standard`Alignment: Always lawful evil Always lawful evilAdvancement: 4–6 HD (Small); 7–9 HD (Medium-size) By character classSPINAGONAmong <strong>the</strong> smallest <strong>of</strong> <strong>the</strong> devils, spinagons form massivegroups to cruelly torture any victims <strong>the</strong>y can find.Individually, <strong>the</strong>y act as messengers and spies for <strong>the</strong>irdark lords. Many baatezu scorn <strong>the</strong>m for <strong>the</strong>ir weaknessin a fight, but spinagons are <strong>the</strong> eyes and ears <strong>of</strong>Baator, so <strong>the</strong> wisest devil lords treat <strong>the</strong>m with a modicum<strong>of</strong> respect.Spinagons look like gargoyles that bristle with spikesfrom head to toe. They have razor-sharp talons on <strong>the</strong>irfeet, and <strong>the</strong>ir eyes glow a dull red. Their high-pitchedgiggles and shrieks annoy even o<strong>the</strong>r devils.CombatSpinagons rarely close into melee combat with <strong>the</strong>irenemies, preferring to fly circles around <strong>the</strong>m and fire<strong>the</strong>ir body spikes from a distance. If <strong>the</strong> combat situationseems particularly dire, <strong>the</strong>y ei<strong>the</strong>r try to summonreinforcements or use scare and stinking cloud to cover<strong>the</strong>ir escape.Spell-Like Abilities: At will—change self, produce flame,scare, stinking cloud. These abilities are as <strong>the</strong> spells cast byan 8th-level sorcerer (save DC = 11 + spell level).Spike Regeneration (Su): A spinagon can fire twospikes from its body each round. These spikes regeneratewithin a round, so <strong>the</strong> spinagon has unlimited ammunition.The spikes have a range increment <strong>of</strong> 30 feet.Summon Baatezu (Sp): Once per day, a spinagon canattempt to summon 1d3 additional spinagons with a 35%chance <strong>of</strong> success.NARZUGONNarzugons are <strong>the</strong> baatezu’s elite cavalry, riding nightmaresor o<strong>the</strong>r fantastic steeds across <strong>the</strong> planes onerrands <strong>of</strong> evil. When someone escapes Baator, narzugonsare sent to chase <strong>the</strong> escapee down. And when <strong>the</strong>devils’ dirty work needs to be done quickly on <strong>the</strong> MaterialPlane, narzugons travel <strong>the</strong>re to prowl <strong>the</strong> countrysideby night.Narzugons are rarely seen without <strong>the</strong>ir hallmarkspiked plate armor, <strong>of</strong> masterwork construction. Behind<strong>the</strong>ir visors, <strong>the</strong>y resemble pale, gray humans whose eyesbetray an incomparable sadness—but to gaze at <strong>the</strong>narzugon’s face is to court death itself.Most narzugons ride nightmares when on missions for<strong>the</strong> baatezu. Some ride greater barghests, fiendish direboars, or even dragons.CombatNarzugons use <strong>the</strong>ir mounts to great advantage,employing maneuverability, charges, and ride-byattacks to good effect. But <strong>the</strong>y’re cautious enough towithdraw from combat if <strong>the</strong> mount is likely to perish.A narzugon starts a fight by directing <strong>the</strong> mount to167
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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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Gehenna CombatCombat on Gehenna is
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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