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
DaoMaridLarge Outsider (Air, Evil)Large Outsider (Chaotic, Water)Hit Dice: 8d8+16 (52 hp) 11d8+22 (71 hp)Initiative: +0 +3 (Dex)Speed: 20 ft. 20 ft., swim 60 ft.AC: 17 (–1 size, +8 natural) 19 (–1 size, +3 Dex, +7 natural)Attacks: Slam +13/+8 melee Slam +16/+11 meleeDamage: Slam 1d8+9 Slam 1d8+9Face/Reach: 5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./10 ft.Special Attacks: Spell-like abilities, earth mastery, push Spell-like abilities, water mastery, drench, vortexSpecial Qualities: Plane shift, telepathy SR 27, plane shift, telepathySaves: Fort +8, Ref +6, Will +8 Fort +9, Ref +10, Will +9Abilities: Str 22, Dex 11, Con 14, Str 23, Dex 16, Con 14,Int 11, Wis 15, Cha 15 Int 16, Wis 15, Cha 15Skills: Appraise +11, Craft (any) +11, Sense Craft (any two) +17, Escape Artist +12,Motive +13, Spellcraft +9, Spot +13 Intimidate +16, Listen +16, Move Silently +17,Sense Motive +16, Spot +16, Spellcraft +17Feats: Cleave, Power Attack, Sunder Cleave, Great Cleave, Power AttackCHAPTER 9:MONSTERSClimate/Terrain: Any land and underground Any land and undergroundOrganization: Solitary, company (2–4) or band (6–15) Solitary, company (2–4), or band (6–15)Challenge Rating: 7 9Treasure: Standard coins; double goods; Double standardstandard itemsAlignment: Always neutral evil Always chaotic neutralAdvancement: 9–12 HD (Large); 13–24 HD (Huge) 12–15 HD (Large); 16–33 HD (Huge)an opponent is airborne or waterborne,<strong>the</strong> dao suffers a –4 penalty on attack anddamage rolls. (These modifiers are notincluded in <strong>the</strong> statistics block.)Push (Ex): A dao can start a bull rushmaneuver without provoking an attack<strong>of</strong> opportunity. The combat modifiersgiven in Earth Mastery, above,also apply to <strong>the</strong> dao’s opposedStrength checks.MARIDMarids are fiercely independentgenies as hard to control as<strong>the</strong> ocean itself. Whe<strong>the</strong>r in<strong>the</strong>ir palaces on <strong>the</strong> ElementalPlane <strong>of</strong> Water or in <strong>the</strong> seas <strong>of</strong><strong>the</strong> Material Plane, marids loveto hunt for sport through <strong>the</strong>depths and ga<strong>the</strong>r pearls and o<strong>the</strong>rtreasures from <strong>the</strong> sea floor. Those on <strong>the</strong>Material Plane have ano<strong>the</strong>r pastime: capsizingships and drowning sailors.Marids look like 16-foot-tall, blueskinnedhumans. When <strong>the</strong>y deign towear clothing at all, it’s something thatwon’t impede swimming. Some marids dress infinery woven entirely from seaweed, with a brocade<strong>of</strong> coral and pearls.As a group, marids have a much looser social structurethan o<strong>the</strong>r genies. On <strong>the</strong> Elemental Plane <strong>of</strong> Water, <strong>the</strong>reis a loose empire ruled by a padishah, but manymarids don’t recognize its authority. At any onetime, <strong>the</strong>re are a number <strong>of</strong> heirs vying for <strong>the</strong>Coral Throne—and many are unwilling to waitfor <strong>the</strong> current padishah’s reign to end naturally.CombatEvery marid knows that it’s muchsafer in <strong>the</strong> water, so it rarelyfights outside its element. Butwithin <strong>the</strong> waves, <strong>the</strong> marid is aterror. Its tactics <strong>of</strong>ten entail capsizingany enemy ships, <strong>the</strong>n suckingswimmers into a vortex.Spell-Like Abilities: At will—create water, detect evil, detect good, detectmagic, invisibility, polymorph self,purify food and drink (water only), seeinvisibility; 5/day—control water,gaseous form, solid fog, waterbreathing; 1/year—limited wish(to nongenies only).Water Mastery (Ex): Amarid gains a +1 bonus onattack and damage rolls if both itand its opponent touch water. If<strong>the</strong> opponent or <strong>the</strong> marid islandbound, <strong>the</strong> marid suffers a–4 penalty on attack and damagerolls. (These modifiers are notincluded in <strong>the</strong> statistics block.)Illus. by M. Cavotta173
- 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 and 170: Xag-YaXeg-YiMedium-Size Outsider (I
- Page 171: dull black orbs that reflect noligh
- 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