CHAPTER 9:MONSTERS174A marid can be a serious threat to a ship that crosses itspath. It can easily overturn craft less than 55 feet long andstop vessels <strong>of</strong> up to 110 feet in length. Even ships as longas 220 feet can be slowed to half speed.Drench (Ex): The marid’s touch puts out torches,campfires, exposed lanterns, and o<strong>the</strong>r open flames <strong>of</strong>nonmagical origin if <strong>the</strong>se are <strong>of</strong> Large size or smaller.The marid can dispel magical fire it touches as dispel magiccast by an 11th-level sorcerer.Vortex (Su): The marid can transform itself into awhirlpool once every 10 minutes, provided it is underwater,and remain in that form for up to 5 rounds. Invortex form, <strong>the</strong> marid can move through <strong>the</strong> water oralong <strong>the</strong> bottom at its swim speed.The vortex is 5 feet wide at <strong>the</strong> base, up to 30 feet wideat <strong>the</strong> top, and 10 feet to 40 feet tall. The marid sets <strong>the</strong>height <strong>of</strong> <strong>the</strong> vortex within that range. Creatures smallerthan Large might take damage when caught in <strong>the</strong> vortexand may be swept up by it. An affected creature must succeedat a Reflex save (DC 19) when it comes into contactwith <strong>the</strong> vortex or take 2d6 points <strong>of</strong> damage. It must alsosucceed at a second Reflex save or be picked up bodilyand held suspended in <strong>the</strong> powerful currents, automaticallytaking damage each round. A creature that can swimis allowed a Reflex save each round to escape <strong>the</strong> vortex.The creature still takes damage but can leave if <strong>the</strong> save issuccessful. The marid can eject any carried creatureswhenever it wishes, depositing <strong>the</strong>m wherever <strong>the</strong> vortexhappens to be.If <strong>the</strong> vortex’s base touches <strong>the</strong> bottom, it creates aswirling cloud <strong>of</strong> debris. This cloud is centered on <strong>the</strong>marid and has a diameter <strong>of</strong> half <strong>the</strong> vortex’s height. Thecloud obscures all vision, including darkvision, beyond 5feet. Creatures 5 feet away have one-half concealment,while those far<strong>the</strong>r away have total concealment (seeConcealment, page 133 <strong>of</strong> <strong>the</strong> Player’s Handbook). Thosecaught in <strong>the</strong> cloud must succeed at a Concentrationcheck (DC 19) to cast a spell.GITHYANKIMedium-Size Outsider (Evil)Hit Dice: 1d8+1 (5 hp)Initiative: +1 (Dex)Speed: 30 ft.AC: 16 (+1 Dex, +5 breastplate)Attacks: Masterwork greatsword +3 melee; or compositelongbow +2 rangedDamage: Greatsword 2d6; composite longbow 1d8Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: PsionicsSpecial Qualities: Psionics, SR variable (see text)Saves: Fort +3, Ref +3, Will +1Abilities: Str 10, Dex 12, Con 13, Int 11, Wis 8, Cha 10Skills: Craft (armorsmithing) +2, Craft (weaponsmithing)+2, Search +4Feats: Weapon Focus (greatsword)Climate/Terrain: Any land and undergroundOrganization: Company (2–4 3rd-level fighters), squad(11–20 3rd-level fighters, plus 2 7th-level sergeants, 19th-level captain, and 1 young red dragon), or regiment(30–100 3rd-level fighters, plus 1 7th-level sergeant per10 members, 5 7th-level lieutenants, 3 9th-level captains,1 16th-level supreme leader, and 1 adult reddragon per 30 members)Challenge Rating: 1Treasure: StandardAlignment: Always evil (any)Advancement: By character classGithyanki are an ancient line <strong>of</strong> humanlike beings whoreside in <strong>the</strong> Astral Plane, filling <strong>the</strong>ir armories for <strong>the</strong>irnext skirmish, raid, or war.They are gaunt, averaging 6 feet 3 inches tall and typicallyweighing around 170 pounds. They possess rough,yellow skin and black hair that is <strong>of</strong>ten pulled into one ormore topknots. Their eyes gleam darkly, and <strong>the</strong>ir ears arepointed and serrated in back. They enjoy elaborate dressand baroque armor. In fact, <strong>the</strong>y revere weapons andarmor, and it is not uncommon for githyanki to showmore regard for <strong>the</strong>ir panoply than for a mate.Githyanki speak <strong>the</strong>ir own secret tongue, but most alsoknow Common and Draconic. Like dwarves, githyankiare craftmasters, although <strong>the</strong>y focus exclusively onitems <strong>of</strong> warfare. Their items are distinctive, and nongithyankiwho acquire <strong>the</strong>m run <strong>the</strong> risk <strong>of</strong> immediateretribution should <strong>the</strong>y encounter githyanki.Most githyanki encountered outside <strong>the</strong>ir homes arefighters; however, wizards (called warlocks) and multiclassgithyanki (called gish) are also found.COMBATGithyanki are seasoned warriors, familiar with <strong>the</strong> tacticaluse <strong>of</strong> ambush, cover, and psionic sniper attacks fromafar. However, <strong>the</strong>y prefer to engage <strong>the</strong>ir enemies handto-handso <strong>the</strong>y can bring <strong>the</strong>ir devastating meleeweapons to bear. Githyanki weapons are usually greatswords,bastard swords, and o<strong>the</strong>r particularly largebladedweapons <strong>of</strong> special githyanki manufacture, allmasterwork and each distinctively decorated and named.Githyanki wizards direct <strong>the</strong>ir powers with pinpointaccuracy to support <strong>the</strong>ir comrades in melee.Psionics (Sp): At will—clairaudience/clairvoyance,dimension door, mage hand, telekinesis. Upon advancing to8th character level, a githyanki can use plane shift onceper day. These abilities are as <strong>the</strong> spells cast by a 16thlevelwizard.Spell Resistance (Ex): A githyanki has spell resistance<strong>of</strong> 5 + 1 per character level.Silver SwordsThese impressive weapons are carried by githyankicombatants <strong>of</strong> 7th level and higher. Of githyanki make,a silver sword is a +3 greatsword that looks much like astandard githyanki weapon. However, when <strong>the</strong> weapon
is drawn in melee, <strong>the</strong> blade transforms into a column <strong>of</strong>silvery liquid, altering <strong>the</strong> weapon’s balance round byround as <strong>the</strong> blade’s shape flows and shimmers. In <strong>the</strong>hands <strong>of</strong> someone without <strong>the</strong> appropriate ExoticWeapon Pr<strong>of</strong>iciency feat, <strong>the</strong> weapon is clumsy (–4penalty on attack rolls)and possesses only itsenhancement bonus. Apr<strong>of</strong>icient user on <strong>the</strong>Astral Plane, however, isable to attack <strong>the</strong> silvercord that connects <strong>the</strong>astral form to itsmaterial counterpart.The normallyinsubstantialcord is treatedas a tangibleobject with<strong>the</strong> owner’sAC, hardness10, and 20 hitpoints (see Attackan Object page135 <strong>of</strong> <strong>the</strong> Player’sHandbook). A silvercord visibly trails 5feet behind anastral traveler beforefading into<strong>the</strong> astral medium.Attacking it draws anattack <strong>of</strong> opportunityfrom <strong>the</strong> astraltraveler.When <strong>the</strong> cord isdamaged, <strong>the</strong> astraltraveler must succeedat a Fortitudesave (DC 13) or be immediatelyforced to returnto its body—whichmight be a goodidea anyway if<strong>the</strong> traveler isnot up to fighting githyanki on <strong>the</strong>ir home plane. Severing<strong>the</strong> silver cord destroys both <strong>the</strong> astral form and <strong>the</strong>body on <strong>the</strong> Material Plane.Silver swords with an enhancement bonus <strong>of</strong> +5 andvorpal characteristics exist, but <strong>the</strong>se are minor artifacts,relatively few, and only handed down to heroes <strong>of</strong> <strong>the</strong>race. If a silver sword falls into <strong>the</strong> hands <strong>of</strong> a nongithyanki,githyanki kill <strong>the</strong> possessor if <strong>the</strong>y can, steal<strong>the</strong> weapon if <strong>the</strong>y have to, negotiate if <strong>the</strong>y must, or allywith <strong>the</strong> thief ’s most potent foe as a last resort.Caster Level: 11th; Prerequisites: Craft Magic Arms andArmor, creator must be a githyanki; Market Price: 98,350gp; Cost to Create: 49,000 gp + 3,920 XP.GITHYANKI SOCIETYIn eons past, <strong>the</strong> mind flayers enslaved entire races,including <strong>the</strong> forerunners <strong>of</strong> <strong>the</strong> githyanki. Centuries <strong>of</strong>captivity bred hatred, nurtured resolve, and finallyinstilled psionic powers into <strong>the</strong>se slaves. With mentalarmaments <strong>of</strong> <strong>the</strong>ir own and a powerful leader to rallybehind (<strong>the</strong> legendaryGith), <strong>the</strong>slaves instigated across-planar strugglethat, in <strong>the</strong> end, threwdown <strong>the</strong> mind flayerempire, bringing freedomto <strong>the</strong> survivingslaves. However, <strong>the</strong>sesoon split into <strong>the</strong> raciallydistinct githyankiand <strong>the</strong>ir mortalenemies, <strong>the</strong> githzerai(see <strong>the</strong> Githzeraientry, below).Each constantly attempts<strong>the</strong> extinction<strong>of</strong> <strong>the</strong> o<strong>the</strong>r.This animosity hasburned through <strong>the</strong>centuries, warping<strong>the</strong> githyanki into <strong>the</strong>evil, militaristic creatures<strong>the</strong>y are today.Both peoples’ hatred<strong>of</strong> <strong>the</strong> mind flayers knows nobounds, though, and <strong>the</strong>y break<strong>of</strong>f hostilities to slay illithids if<strong>the</strong> opportunity presents itself.Githyanki live within massivefortresses adrift in <strong>the</strong> AstralPlane. Here <strong>the</strong>y conduct commerce,manufacture goods,grow food, and live out<strong>the</strong>ir lives. Family dwellingsare nonexistent, sincemost githyanki prefer <strong>the</strong>irown abode; however, githyanki are<strong>of</strong>ten found in groups, honing <strong>the</strong>ir fightingskills. A fortress contains noncombatants (mostlychildren) equal to 20% <strong>of</strong> <strong>the</strong> fighting population. Githyankimales and females may be found in almost any roleor class.The githyanki have no deity but pay homage to a lichqueen.A jealous and paranoid overlord, she devours <strong>the</strong>essence <strong>of</strong> any githyanki that rises above 16th characterlevel. As she eliminates potential rivals, <strong>the</strong> lich-queenenhances her power with <strong>the</strong> stolen life essence.Red Dragon Pact: Githyanki have a racial pact withred dragons, who sometimes serve githyanki as steeds.Individually, githyanki gain a +4 racial bonus on Diplomacychecks when dealing with red dragons. In largeIllus. by W. ReynoldsCHAPTER 9:MONSTERS175
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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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added to the Bronze Citadel. Work g
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dribble of slimy water sluices into
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StygiaThe fifth layer of the Nine H
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- Page 154 and 155: CHAPTER 8:DEMIPLANES154to multiple
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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