12.07.2015 Views

Manual of the Planes

Manual of the Planes

Manual of the Planes

SHOW MORE
SHOW LESS
  • No tags were found...

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

CHAPTER 9:MONSTERS172CombatAn umbral banyan is cagey enough to know that it has tostrike with surprise to be successful. A sessile plant, it can’trun if a battle goes against it, although it can retreat to <strong>the</strong>Plane <strong>of</strong> Shadow and fight <strong>the</strong>re. It fights to <strong>the</strong> death unlessit can grab a prisoner to bargain with as it seeks a truce.Improved Grab (Ex): To use this ability, <strong>the</strong> umbralbanyan must hit a Large or smaller opponent with a tendrilattack. Each successful grapple check after <strong>the</strong> firstdeals normal tendril damage. If it surprises multiple foes,<strong>the</strong> umbral banyan tries to grapple up to four <strong>of</strong> <strong>the</strong>m,despite <strong>the</strong> reduced attack bonus for successive grapplechecks (its highest bonus for grapple checks is +28).Yank Upward (Ex): On <strong>the</strong> round after an umbralbanyan grapples a foe, it can automatically yank <strong>the</strong> heldcreature 20 feet up into <strong>the</strong> air if it is still successfullygrappling. Opponents who escape <strong>the</strong> grapple take 2d6points <strong>of</strong> damage from <strong>the</strong> fall to <strong>the</strong> ground.Strength Damage (Su): Beginning on <strong>the</strong> round afteran umbral banyan yanks its prey upward, each tendrildeals 1d4 points <strong>of</strong> temporary Strength damage eachround it maintains <strong>the</strong> grapple (in addition to normaltendril damage). A successful Fortitude save (DC 22)negates <strong>the</strong> Strength damage for that round.Plane Shift (Su): As a free action, an umbral banyan canshift itself and any grappled opponents to a forest on <strong>the</strong>Plane <strong>of</strong> Shadow for 5 rounds, as <strong>the</strong> plane shift spell. Theumbral banyan and any creatures within 20 feet <strong>of</strong> it return to<strong>the</strong> original spot on <strong>the</strong> Material Plane at <strong>the</strong> end <strong>of</strong> that time,unless <strong>the</strong> banyan is destroyed in <strong>the</strong> meantime, in whichcase any surviving opponents must find <strong>the</strong>ir own wayhome. Umbral banyans native to <strong>the</strong> Plane <strong>of</strong> Shadow canplane shift to a forest on <strong>the</strong> Material Plane in <strong>the</strong> same way.Camouflage (Ex): Because an umbral banyan lookslike a normal tree when at rest, it takes a successful Spotcheck (DC 25) to notice it before it attacks. Anyone withWilderness Lore or Knowledge (plants or herbs) can usethose skills instead <strong>of</strong> Spot to notice <strong>the</strong> umbral banyan.Plant: Immune to mind-influencing effects, poison,sleep, paralysis, stunning, and polymorphing. Not subjectto critical hits.Half Damage from Piercing (Ex): Piercing weaponsdeal only half damage to an umbral banyan, with a minimum<strong>of</strong> 1 point <strong>of</strong> damage.GENIEOf all <strong>the</strong> creatures that inhabit <strong>the</strong> Elemental <strong>Planes</strong>,genies interact <strong>the</strong> most closely with <strong>the</strong> Material Plane.Some genies live in bored opulence, but many are drawnto variety and danger.In <strong>the</strong>ir natural form, genies are generally humanlikebut betray some hint <strong>of</strong> <strong>the</strong>ir true nature. Dao, for example,are stocky and muscular, while a marid’s skin <strong>of</strong>tenhas a bluish tint. All genies are masters <strong>of</strong> illusion magic,so <strong>the</strong>ir appearance can rarely be taken at face value.Their behavior also mimics an aspect <strong>of</strong> whatever plane<strong>the</strong>y call home. Dao are eager traders <strong>of</strong> gems and gold,while marids can change <strong>the</strong>ir moods as capriciously as acalm sea becomes stormy. All genies share an inquisitivetemperament, though, <strong>of</strong>ten leaving <strong>the</strong>ir vast elementalpalaces to get caught up in <strong>the</strong> many agendas and conflicts<strong>of</strong> <strong>the</strong> Material Plane.COMBATWith <strong>the</strong>ir wide array <strong>of</strong> spell-like abilities, genies have anumber <strong>of</strong> ways <strong>the</strong>y can approach a fight. They tend toconsider combat as a puzzle, trying different techniquesand probing for weaknesses.Plane Shift (Sp): A genie can enter any <strong>of</strong> <strong>the</strong> Elemental<strong>Planes</strong>, <strong>the</strong> Astral Plane, or <strong>the</strong> Material Plane. This abilitytransports <strong>the</strong> genie and up to six o<strong>the</strong>r creatures, provided<strong>the</strong>y all link hands with <strong>the</strong> genie. It is o<strong>the</strong>rwisesimilar to <strong>the</strong> spell <strong>of</strong> <strong>the</strong> same name.Telepathy (Su): A genie can communicate telepathicallywith any creature within 100 feet that has a language.DAOGenies from <strong>the</strong> Elemental Plane <strong>of</strong> Earth, dao <strong>of</strong>ten rungem-mining operations <strong>the</strong>re or on <strong>the</strong> Material Plane.They love to barter for power and wealth but are apt todiscount lesser creatures as mere resources to beexploited, <strong>the</strong>n thrown away.Resembling muscular humans in flowing silk robes,dao are almost always festooned with jewelry. Their naturalforms are too tall to pass for human, but like manygenies, <strong>the</strong>y employ alter self to appear as a normal humanor dwarf when it suits <strong>the</strong>m.On <strong>the</strong> Plane <strong>of</strong> Earth, many dao live in a great undergroundcomplex called <strong>the</strong> Great Dismal Delve, where<strong>the</strong>y force elemental slaves to toil in <strong>the</strong>ir gem mines.The Great Dismal Delve is <strong>the</strong> size <strong>of</strong> a continent andracked with frequent quakes, which dao find entertaining.The rivalries among those who would become <strong>the</strong>Great Khan <strong>of</strong> <strong>the</strong> dao are intense and unending.Elsewhere, bands <strong>of</strong> dao organize <strong>the</strong>mselves in vastunderground mazeworks led by an ataman or hetman,who rules with a stony fist over <strong>the</strong> o<strong>the</strong>r dao and whateverslaves do <strong>the</strong>ir mining for <strong>the</strong>m.Dao speak Terran, Aquan, and Common.CombatIn a fight, a dao rearranges <strong>the</strong> battlefield to suit it. Usingwall <strong>of</strong> stone, passwall, and transmute rock to mud, it dividesits foes, seals <strong>of</strong>f (or creates) escape routes, and prevents<strong>the</strong>m from maneuvering effectively. Then it eagerly putsits strength to <strong>the</strong> test, wading into <strong>the</strong> thick <strong>of</strong> a meleewith both fists flailing.Spell-Like Abilities: At will—alter self, detect good,detect magic, gaseous form, invisibility, misdirection, passwall,persistent image, wall <strong>of</strong> stone; 3/day—move earth, transmuterock to mud; 1/day—grant up to three limited wishes (tonongenies only). These abilities are as <strong>the</strong> spells cast by a19th-level sorcerer (save DC = 12 + spell level).Earth Mastery (Ex): A dao gains a +1 bonus on attackand damage rolls if both it and its foe touch <strong>the</strong> ground. If

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!