CHAPTER 9:MONSTERSDusk Beast Ecalypse Umbral BanyanMedium-Size Outsider Large Outsider Huge PlantHit Dice: 8d8+8 (44 hp) 10d8+40 (85 hp) 15d8+75 (142 hp)Initiative: +6 (+2 Dex, +4 Improved +3 (Dex) –1 (Dex)Initiative)Speed: 30 ft. 40 ft., fly 90 ft. (good) 0 ft.AC: 15 (+2 Dex, +3 natural) 22 (–1 size, +3 Dex, +10 natural) 18 (–2 size, –1 Dex, +11 natural)Attacks: 2 bites +10, tail barb +8 2 hooves +15 melee 4 tendrils +18 meleeDamage: Bite 1d8+2, tail barb 1d4+1 Ho<strong>of</strong> 1d8+5 Tendril 1d8+9Face/Reach: 5 ft. by 5 ft./10 ft. 5 ft. by 10 ft./5 ft. 10 ft. by 10 ft./15 ft.Special Attacks: — Spell-like abilities Improved grab, yank upward,Strength damageSpecial Qualities: — Discorporate, shadow blend Plane shift, camouflage, plant,half damage from piercingSaves: Fort +7, Ref +8, Will +8 Fort +11, Ref +10, Will +7 Fort +14, Ref +4, Will +4Abilities: Str 14, Dex 15, Con 13, Str 20, Dex 16, Con 18, Str 29, Dex 8, Con 21,Int 8, Wis 15, Cha 13 Int 6, Wis 10, Cha 15 Int 4, Wis 9, Cha 12Skills: Climb +11, Hide +17, Listen Hide +7, Intuit Direction +13, —+9, Intuit Direction +9, Move Listen +13, Sense Motive +8,Silently +13, Spot +13 Spot +13Feats: Combat Reflexes, Improved Weapon Focus (ho<strong>of</strong> ), Run, —Initiative, Multiattack Spell Focus (Illusion)Illus. by M. Cavotta170Climate/Terrain: Any land and underground Any land Any forestOrganization: Solitary or pack (2–5) Solitary or herd (4–24) SolitaryChallenge Rating: 3 9 10Treasure: 1/10 coins; 50% goods; None 1/10 coins; 50% goods;50% items 50% itemsAlignment: Usually neutral Usually neutral Usually evilAdvancement: 9–12 HD (Medium-size); 11–20 HD (Large); 16–30 HD (Huge);13–18 HD (Large) 21–30 HD (Huge) 31–45 HD (Gargantuan)shadow it can find, <strong>the</strong>n rises suddenly to attack as manyfoes as it can.Because it’s made<strong>of</strong> shadowstuff,a dusk beastcan extend itsnecks or tailbeyond whatseems possible,granting itextended reach.Unwary opponentsmay find <strong>the</strong>mselvescaught in itsblack teeth when<strong>the</strong>y attempt toskirt it at what<strong>the</strong>y believeto be a safedistance.Skills:Their darkand shadowy naturegives duskbeasts a +4 racial bonus onHide checks.ECALYPSEEcalypses are equine creatures that gallop across <strong>the</strong>Plane <strong>of</strong> Shadow in great herds. They’re<strong>of</strong>ten used as steeds by those powerfulenough to tame <strong>the</strong>m.Only at a great distance could anecalypse be mistakenfor a normalhorse. Themost obviousdifferenceis its sixlegs, but o<strong>the</strong>rdifferencesemerge on closerexamination.Its coat is aflat gray thatseems almostinsubstantial—darker shadowsbeneath <strong>the</strong>skin reveal a ribcage, skull, and bones. Thehooves fade <strong>of</strong>f into tendrils <strong>of</strong>mist, as do <strong>the</strong> mane and tail. Its eyes are
dull black orbs that reflect nolight at all. Ecalypses donot neigh or whinnybut emit low, rumblinggrowls andsnorts. They communicatetelepathicallywith one ano<strong>the</strong>rand with <strong>the</strong>irriders, but neverwith strangers.CombatAn ecalypse fightsby kicking andstamping with itshooves, which coalescefrom <strong>the</strong>shadowy mist justlong enough todeliver crushingblows. If <strong>the</strong> tide <strong>of</strong>battle turns againstit, it becomes incorporealand flees.Spell-Like Abilities:At will—find<strong>the</strong> path, shadowwalk; 3/day—repulsion;1/day—planeshift (self and rideronly). These abilitiesare as <strong>the</strong> spellscast by a 15th-levelsorcerer (save DC =12 + spell level).Discorporate (Su): Anecalypse can become incorporeal as a standard action. Inthis state, it can be harmed only by o<strong>the</strong>r incorporealcreatures, +1 or better magic weapons, or magic, with a50% chance to ignore any damage from a corporealsource. It can pass through solid objects at will andalways moves silently. Its AC changes to 14 (–1 size, +3Dex, +2 deflection). Its hooves deliver incorporeal touchattacks that ignore natural armor, armor, and shields, andattack with a +13 bonus, dealing 1d8 points <strong>of</strong> damage.Shadow Blend (Su): During any conditions o<strong>the</strong>rthan full daylight, an ecalypse can disappear into <strong>the</strong>shadows, giving it nine-tenths concealment. Artificialillumination, even a light or continual flame spell, does notnegate this ability. A daylight spell, however, will.Ecalypses as MountsAn ecalypse loa<strong>the</strong>s <strong>the</strong> saddle, but it accepts a rider whocan break its wild nature. To make <strong>the</strong> attempt, <strong>the</strong> prospectiverider must first climb atop <strong>the</strong> creature’s back,ei<strong>the</strong>r by pinning it in a grapple or by using magic torestrain it somehow. Then <strong>the</strong> rider must succeed at aRide check (DC 30) tostay atop <strong>the</strong> ecalypseas it bucks wildly (witha –5 penalty on Ridechecks made whenriding bareback). Afailed check results in<strong>the</strong> rider being thrown—which provokes an attack<strong>of</strong> opportunity from <strong>the</strong>ecalypse—and taking 1d6points <strong>of</strong> damage, landingprone next to <strong>the</strong> beast.Depending on <strong>the</strong> circumstances,<strong>the</strong> ecalypseei<strong>the</strong>r flees incorporeallyor attacks.If <strong>the</strong> ecalypse is brokenby a rider, it communicateswillingly and serves as loyallyas a typical horse. For thatrider only, <strong>the</strong> –5 penalty onbareback Ride checks nolonger applies, and <strong>the</strong>ecalypse’s ability tobecome incorporealaffects <strong>the</strong> rider aswell. An ecalypse canfight while carrying arider, but <strong>the</strong> rider cannotalso fight withoutmaking a successful Ridecheck (see Ride, page 72in <strong>the</strong> Player’s Handbook).Some riders simplydominate an ecalypsemagically and ride it with a saddle, but <strong>the</strong>creature’s abilities don’t extend to <strong>the</strong> rider in that case.The ecalypse resists magical control any way it can.UMBRAL BANYANUmbral banyans are <strong>the</strong> dark trees at <strong>the</strong> heart <strong>of</strong> many adangerous forest. They blend in with o<strong>the</strong>r trees, stranglingintruders with shadowy nooses that drop from <strong>the</strong>forest canopy.Though it lies perpetually in shadow, an umbralbanyan o<strong>the</strong>rwise looks just like <strong>the</strong> surrounding trees,only larger. Its massive root-and-trunk system can cover athousand square feet or more, and its branches form analmost impenetrable ceiling 20 feet above <strong>the</strong> forest floor.Concealed among <strong>the</strong> branches are tendrils <strong>of</strong> inkyblackness that sli<strong>the</strong>r around unwary victims, pulling<strong>the</strong>m away from <strong>the</strong> ground and constricting <strong>the</strong>m. Once<strong>the</strong> umbral banyan has strangled a victim, <strong>the</strong> tendrilstoss <strong>the</strong> body among <strong>the</strong> exposed roots, where it decaysand provides fertilizer for <strong>the</strong> tree.Umbral banyans can speak Sylvan but rarely choose todo so.Illus. by M. CavottaCHAPTER 9:MONSTERS171
- Page 2 and 3:
MANUAL OF THE PLANESJeff Grubb, Bru
- Page 4:
INTRODUCTIONIntroductionThis book i
- Page 7 and 8:
of the universe (earth, air, fire,
- Page 9 and 10:
within a plane where the rules are
- Page 11 and 12:
Shapes of the PlanesinfiniteGreat W
- Page 13 and 14:
save (DC 25) or gain a negative lev
- Page 15 and 16:
Illus. by A. Swekelven if a plane i
- Page 17 and 18:
Planar RelationshipsPlaneAPlane ACo
- Page 19 and 20:
Creatures that use positive or nega
- Page 21 and 22:
GETTING FROM PLANETO PLANEThe plane
- Page 23 and 24:
Illus. by A. Swekelhe planes are la
- Page 25 and 26:
Spot (Wis), and Use Magic Device (C
- Page 27 and 28:
Direction (Wis), Jump (Str), Knowle
- Page 29 and 30:
damage bonus does not apply to crea
- Page 31 and 32:
to a limited extent. On planes with
- Page 33 and 34:
Greater planar bindingHoly wordLess
- Page 35 and 36:
elemental form to put out nonmagica
- Page 37 and 38:
Audible Alarm: An audible portal al
- Page 39 and 40:
On planes you create yourself, safe
- Page 41 and 42:
Illus. by A. Swekelhe Material Plan
- Page 43 and 44:
Oerth’s cosmology is laid out in
- Page 45 and 46:
Illus. by A. Swekelhe Transitive Pl
- Page 47 and 48:
spells and spell-like effects that
- Page 49 and 50:
often used by astral travelers who
- Page 51 and 52:
There is no day or night on the Ast
- Page 53 and 54:
Table 5-3: Astral Encountersd% Enco
- Page 55 and 56:
try to lure adventurers away from e
- Page 57 and 58:
even if prisoners escape, they’re
- Page 59 and 60:
Any creature becoming ethereal (inc
- Page 61 and 62:
The Plane of Shadow does not connec
- Page 63 and 64:
describes some typical abilities an
- Page 65 and 66:
Illus. by A. Swekelhe Inner Planes
- Page 67 and 68:
positiveElementalPlane ofWaterThree
- Page 69 and 70:
A maximum of 20d6 points of damage
- Page 71 and 72:
of material and have his life crush
- Page 73 and 74:
Table 6-2: Elemental Plane of Earth
- Page 75 and 76:
MOVEMENT AND COMBATThe Elemental Pl
- Page 77 and 78:
ELEMENTAL PLANEOF WATERIt is an oce
- Page 79 and 80:
Red TidesA dangerous contagion has
- Page 81 and 82:
• Impeded Magic: Spells and spell
- Page 83 and 84:
Class abilities that use positive e
- Page 85 and 86:
Illus. by A. Swekelf the Inner Plan
- Page 87 and 88:
CHAPTER 7:THE OUTERPLANES87Beastlan
- Page 89 and 90:
everything within a ten-mile radius
- Page 91 and 92:
Only those who suffer mortal wounds
- Page 93 and 94:
Plane drift through the miasma: bit
- Page 95 and 96:
FamiliarityVery familiarStudied car
- Page 97 and 98:
Every word, scream, or shout is cau
- Page 99 and 100:
oulders, and worked stone, as if a
- Page 101 and 102:
directional gravity. Unless stated
- Page 103 and 104:
sun no brighter than the Material P
- Page 105 and 106:
and Colothys confines liars whose u
- Page 107 and 108:
OthrysCathrysMinethysColothysPorpha
- Page 109 and 110:
Normal petitioners in Hades gain on
- Page 111 and 112:
PlutonThe third gloom of Hades is a
- Page 113 and 114:
Gehenna CombatCombat on Gehenna is
- Page 115 and 116:
NINE HELLS OF BAATORIt is Hell, whe
- Page 117 and 118:
added to the Bronze Citadel. Work g
- Page 119 and 120: dribble of slimy water sluices into
- Page 121 and 122: StygiaThe fifth layer of the Nine H
- Page 123 and 124: they first enter the downdraft or b
- Page 125 and 126: are big enough for whole cities and
- Page 127 and 128: the truth, the ice sheet has object
- Page 129 and 130: Scion Queen Mother at all times, an
- Page 131 and 132: they have three possible courses of
- Page 133 and 134: always find themselves in the surf
- Page 135 and 136: amid treasure gathered over eons—
- Page 137 and 138: BYTOPIA INHABITANTSBytopia is home
- Page 139 and 140: on the Material Plane, sounds more
- Page 141 and 142: BelierinBelierin is a land of misty
- Page 143 and 144: without touching the ground. The Be
- Page 145 and 146: ARBOREA LINKSArborea borders the Be
- Page 148 and 149: CHAPTER 7:THE OUTERPLANESOUTLANDS I
- Page 150 and 151: OutlandsExcelsiorSigilTradegateEcst
- Page 152 and 153: CHAPTER 7:THE OUTERPLANES152Table 7
- Page 154 and 155: CHAPTER 8:DEMIPLANES154to multiple
- Page 157 and 158: of naivete. Neth doesn’t know how
- Page 159 and 160: Illus. by A. Swekelhe planes suppor
- Page 161 and 162: BARIAURMedium-Size OutsiderHit Dice
- Page 163 and 164: precious and lovely, firres take up
- Page 165 and 166: Summon Tanar’ri (Sp): Tanar’ri
- Page 167 and 168: Spinagon (Baatezu)Narzugon (Baatezu
- Page 169: Xag-YaXeg-YiMedium-Size Outsider (I
- Page 173 and 174: DaoMaridLarge Outsider (Air, Evil)L
- Page 175 and 176: is drawn in melee, the blade transf
- Page 177 and 178: When an inevitable is created, it r
- Page 179 and 180: matter at hand. They use alter self
- Page 181 and 182: Ice Paraelemental, Small Ice Parael
- Page 183 and 184: Magma Paraelemental, Huge Magma Par
- Page 185 and 186: succeed at a Fortitude save or inha
- Page 187 and 188: CanolothMezzolothMedium-Size Outsid
- Page 189 and 190: strange and often distasteful rites
- Page 191 and 192: Climate/Terrain: Any land and under
- Page 193 and 194: Elemental: Immune to poison, sleep,
- Page 195 and 196: Skills: Water element tigers receiv
- Page 197 and 198: Damage: Bite 1d6+3, claw 1d3+1; spi
- Page 199 and 200: Alignment: Always chaotic (any).Adv
- Page 201 and 202: Appendix: VariantPlanes & Cosmologi
- Page 203 and 204: Region of DreamsDreamscapesDreamsca
- Page 205 and 206: A mirror-self is created somewhere
- Page 207 and 208: ever-shifting ice floating on a fro
- Page 209 and 210: Time onTime ond% Material Plane Tem
- Page 211 and 212: FAERIE INHABITANTSThe Plane of Faer
- Page 213 and 214: are needed to swim through it. Movi
- Page 215 and 216: Myriad PlanesCosmologyplanar clumpp
- Page 217 and 218: sends that character’s double fro
- Page 219 and 220: WINDING ROAD LINKSPlanar travelers
- Page 221 and 222:
Planar Rips: Planar rips are holes
- Page 223:
Lolth 100, 103Lucid Dreaming 203Lun
- Page 226 and 227:
Table 1: Modron CastesCaste No. of
- Page 228 and 229:
4pursuit of order is particularly b
- Page 230 and 231:
THE MODRONCATHEDRALDeep in the hear
- Page 232 and 233:
drones have limited conversational
- Page 234 and 235:
10tually any environment, withstand
- Page 236 and 237:
12Modron Traits: Immune to mind-inf
- Page 238 and 239:
Face/Reach: 5 ft. by 5 ft./10 ft.Sp
- Page 240 and 241:
16Spell-Like Abilities: At will—c
- Page 242 and 243:
Wholeness of Body (Su): A secundus
- Page 244 and 245:
2of the common room into other part
- Page 246 and 247:
credence to this theory by occasion
- Page 248 and 249:
PLAY MOREFREE D&D® V.3.5 ACCESSORY
- Page 250 and 251:
Table of ContentsThe Nature of the
- Page 252 and 253:
Pandemonium: Electricity and sonic
- Page 254 and 255:
Manual of the Planes MonstersFeats