CHAPTER 9:MONSTERSIllus. by W. Reynolds168use its special abilities, <strong>the</strong>n follows up with its ownmelee attacks. If <strong>the</strong> outcome <strong>of</strong> <strong>the</strong> battle is uncertain,<strong>the</strong> narzugon opens <strong>the</strong> visor on its helmet and makesgaze attacks.Baleful Gaze (Su): Those who see <strong>the</strong> narzugon’sunmasked face see <strong>the</strong>ir own worst fears reflected in itseyes. As <strong>the</strong>y hold its gaze, <strong>the</strong> fearsome image growslike a hallucination until it blocks out reality completely.The baleful gaze functions as a phantasmal killerspell cast by a 10th-level sorcerer (save DC 18) againstall within 30 feet.Spell-Like Abilities: At will—desecrate, doom, holdperson, produce flame, suggestion; 1/day—order’s wrath orunholy blight. These abilities are as <strong>the</strong> spells cast by a10th-level sorcerer (save DC = 14 + spell level).At will, a narzugon can teleport without error itself and itsmount as <strong>the</strong> spell cast by a 12th-level sorcerer.Summon Baatezu (Sp): Once per day, a narzugon canattempt to summon 1d3 erinyes or ano<strong>the</strong>r narzugonwith a 30% chance <strong>of</strong> success.ENERGONEnergons are faintly glowingcoalescences <strong>of</strong> energyinhabited by alienintelligence. Native to<strong>the</strong> Energy <strong>Planes</strong>, <strong>the</strong>ywander elsewhere to satisfycuriosity or fulfillsome unknown plan.Xag-yas hail from <strong>the</strong>Positive EnergyPlane, while xeg-yiscome from <strong>the</strong> NegativeEnergy Plane. Ei<strong>the</strong>rtype <strong>of</strong> energon is atranslucent globeabout 2 feet acrossthat floats andshimmers in <strong>the</strong>air, giving <strong>of</strong>f awarm (xag-ya) orcold (xeg-yi) glow.Emerging from<strong>the</strong> lower hemisphere<strong>of</strong> <strong>the</strong> globeare six to twelvetentacles. The onlyo<strong>the</strong>r feature is apair <strong>of</strong> spots on <strong>the</strong>upper hemisphere thatsuggest eyes.Incorporeal creatures,xag-yas and xeg-yis takeno notice <strong>of</strong> features suchas doors, walls, and furniture, silently gliding from placeto place on unknowable errands. They <strong>of</strong>ten pause toobserve o<strong>the</strong>r creatures, tending to favor places wherebirth or death is occurring. Energons rarely start fights,but <strong>the</strong>ir mere touch is dangerous, so many creaturesconsider <strong>the</strong>m a threat and try to drive <strong>the</strong>m <strong>of</strong>f.Some powerful necromancers and clerics capture energons,using <strong>the</strong>m to guard a location, assist in a ritual, orstreng<strong>the</strong>n undead minions. When freed, xag-yas andxeg-yis express gratitude by healing <strong>the</strong>ir rescuers orfighting on <strong>the</strong>ir behalf.Xag-yas and xeg-yis do not speak, even among <strong>the</strong>mselves.Their feeding and reproductive habits remainunknown.COMBATEnergons like to move around in combat, using <strong>the</strong>irincorporeality to outmaneuver material foes. A xag-ya orxeg-yi <strong>of</strong>ten fires its energy ray, <strong>the</strong>n ducks into a solidobject to avoid a counterattack.In melee combat,energons try to position<strong>the</strong>mselves sothat <strong>the</strong>ir enemies can’tmaneuver easily and tryto use CombatReflexes to makeextra attacks<strong>of</strong> opportunity.An energoncan fightwith only fourtentacles at a time.Incorporeal: Energonscan be harmed only byo<strong>the</strong>r incorporeal creatures,+1 or better magic weapons, ormagic, with a 50% chance toignore any damagefrom a corporealsource. They can passthrough solid objectsat will, and <strong>the</strong>irattacks pass througharmor. They always move silently.Energy Ray (Ex): An energon’senergy ray has a range <strong>of</strong> 30 feet.Explosion(Su): If an energonis reducedto 0 hit points, its body isinstantaneously destroyedin an explosion <strong>of</strong>positive or negativeenergythat deals 1d8+9points <strong>of</strong> damageto everyone in a20-foot-radius burst(Fortitude save DC 16 half ). If a
Xag-YaXeg-YiMedium-Size Outsider (Incorporeal) Medium-Size Outsider (Incorporeal)Hit Dice: 5d8+5 (27 hp) 5d8+5 (27 hp)Initiative: +3 +3Speed: Fly 20 ft. (good) Fly 20 ft. (good)AC: 17 (+3 Dex, +4 deflection) 17 (+3 Dex, +4 deflection)Attacks: 4 incorporeal touches +8 melee; or 4 incorporeal touches +8 melee; orpositive energy ray +8 ranged touch negative energy ray +8 ranged touchDamage: Incorporeal touch 1d6 and positive energy; Incorporeal touch 1d6 and negative energy;positive energy ray 1d8negative energy ray 1d8Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.Special Qualities: Incorporeal, positive energy lash, turn Incorporeal, negative energy lash, rebukeundead, explosionundead, explosionSaves: Fort +5 , Ref +7, Will +4 Fort +5, Ref +7, Will +4Abilities: Str —, Dex 17, Con 12, Str —, Dex 17, Con 12,Int 7, Wis 10, Cha 18 Int 7, Wis 10, Cha 18Skills: Hide +10, Search +5, Sense Motive +8, Hide +10, Search +5, Sense Motive +8,Spot +8 Spot +8Feats: Combat Reflexes, Extra Turning Combat Reflexes, Extra TurningCHAPTER 9:MONSTERSClimate/Terrain: Any land and underground Any land and undergroundOrganization: Solitary or cluster (2–8) Solitary or cluster (2–8)Challenge Rating: 4 5Treasure: None NoneAlignment: Always neutral Always neutralAdvancement: 6–9 HD (Medium-size); 10–15 HD (Large) 6–9 HD (Medium-size); 10–15 HD (Large)xag-ya and xeg-yi see each o<strong>the</strong>r, <strong>the</strong>y rush toge<strong>the</strong>r as fastas <strong>the</strong>y can. When <strong>the</strong>y make contact, both creatures aredestroyed in an explosion that deals 2d8+18 points <strong>of</strong>damage within a 30-foot radius (Fortitude save DC 16 half ).Xag-YaThe xag-ya, being a creature <strong>of</strong> positive energy, can healfriends and deal extra damage to undead at its discretion.Positive Energy Lash (Su): A xag-ya can make aranged touch attack or hit with an incorporeal touchattack to infuse a target with positive energy. Undead foes(even incorporeal ones) take an additional 2d8+5 points<strong>of</strong> damage. The xag-ya can channel this positive energyinto living creatures as well, healing up to 2d8+5 points <strong>of</strong>damage. The xag-ya can control its positive energyenough to avoid healing living foes (dealing only <strong>the</strong> basedamage). This power can be used up to five times per day.Turn Undead (Su): By suffusing a 60-foot-radius areawith positive energy, a xag-ya can make <strong>the</strong> undeadrecoil. It turns undead as a 5th-level cleric and can do s<strong>of</strong>ive times per day. It cannot destroy undead.Xeg-YiThe xeg-yi, being a creature <strong>of</strong> negative energy, can dealextra damage to living creatures at its discretion.Negative Energy Lash (Su): A xeg-yi can make aranged touch attack or hit with an incorporeal touchattack to infuse a target with negative energy. This dealsan additional 2d8+5 points <strong>of</strong> damage to a living targetbut heals an undead creature by <strong>the</strong> same amount. Axeg-yi can control its negative energy enough to avoidhealing an undead foe (dealing only <strong>the</strong> base damage).This power can be used up to five times per day.Rebuke Undead (Su): A xeg-yi can flood a 60-footradiusarea with negative energy, making undead creaturescower in fear. It rebukes undead as a 5th-level cleric, doingso up to five times per day. It cannot command undead.EPHEMERADenizens <strong>of</strong> <strong>the</strong> Plane <strong>of</strong> Shadow, ephemeras <strong>of</strong>ten find<strong>the</strong>ir way onto o<strong>the</strong>r planes as guardians, steeds, orhunters. Even so, <strong>the</strong>y’re composed <strong>of</strong> shadow-stuff,which makes <strong>the</strong>m fearsome foes.DUSK BEASTDusk beasts draw sustenance from places <strong>of</strong> deep shadowsuch as canyons, forests, and underground complexes.They despise bright light and total darkness equally, forei<strong>the</strong>r starves <strong>the</strong>m.A dusk beast looks like a human-sized, two-headedlizard composed <strong>of</strong> dark shadow. It moves on four featurelessappendages that seem to trail <strong>of</strong>f into nothingness.Its twin heads are sharply defined silhouettes, as isits barbed tail. It viciously guards prime feeding grounds(such as a dimly lighted crypt), attacking lantern-bearingintruders that make its shadow-food retreat.CombatDusk beasts are primarily interested in protecting <strong>the</strong>irshadowed areas—especially if <strong>the</strong> intruders have lightsources. A dusk beast hides in <strong>the</strong> deepest pool <strong>of</strong>169
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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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NINE HELLS OF BAATORIt is Hell, whe
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- Page 154 and 155: CHAPTER 8:DEMIPLANES154to multiple
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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