CHAPTER 9:MONSTERS176groups, <strong>the</strong>y can make temporary alliances with reddragons at <strong>the</strong> option <strong>of</strong> <strong>the</strong> Dungeon Master.GITHYANKI CHARACTERSFighter is <strong>the</strong> favored class <strong>of</strong> <strong>the</strong> githyanki. Githyankiare never clerics, unless <strong>the</strong>y’ve forsworn <strong>the</strong> lich-queen(a dangerous and ultimately lethal choice). Some <strong>of</strong> <strong>the</strong>most powerful githyanki warlords are blackguards.GITHZERAIMedium-Size OutsiderHit Dice: 1d8 (4 hp)Initiative: +3 (Dex)Speed: 30 ft.AC: 17 (+3 Dex, +4 inertial armor)Attacks: Dagger +2 melee; or composite longbow +4rangedDamage: Dagger 1d4; composite longbow 1d8Face/Reach: 5 ft. by 5 ft./5 ft.Special Qualities: Psionics, inertial armor, SR variable(see text)Saves: Fort +2, Ref +5, Will +3Abilities: Str 10, Dex 16, Con 10, Int 8, Wis 12, Cha 11Skills: Concentration +4, Search +2Feats: Weapon Focus (dagger)Climate/Terrain: Any land and undergroundOrganization: Fellowship (3–12 3rd-level students), sect(12–24 3rd-level students, plus 2 7th-level teachers and1 9th-level mentor), or order (30–100 3rd-level students,plus 1 7th-level teacher per 10 adults, 5 9th-levelmentors, 2 13th-level masters, and 1 16th-level sensei)Challenge Rating: 1Treasure: StandardAlignment: Any neutralAdvancement: By character classGithzerai are a hard-hearted, humanlike people who dwellin <strong>the</strong> plane <strong>of</strong> Limbo, secure in <strong>the</strong> protection <strong>of</strong> <strong>the</strong>irhidden monasteries.They are thinner and taller than humans, with sharpfeatures, long faces, and eyes <strong>of</strong> gray or yellow. Severe andserious, <strong>the</strong> githzerai tend toward somberness both indress and personality.As a rule, githzerai are close-mou<strong>the</strong>d, keep <strong>the</strong>ir owncounsel, and trust few outside <strong>the</strong>ir own kind. Theyspeak <strong>the</strong>ir own language (similar enough to <strong>the</strong> tongue<strong>of</strong> <strong>the</strong> githyanki that ei<strong>the</strong>r could understand <strong>the</strong> o<strong>the</strong>rif <strong>the</strong>y chose to speak instead <strong>of</strong> fight), but many alsospeak Common.Many githzerai are monks; however, sorcerers, rogues,and multiclass githzerai (called zerths) are also indispensablemembers <strong>of</strong> a monastery.COMBATGithzerai do not fear being caught defenseless, because<strong>the</strong>ir bodies are weapons. Able to fight weaponless andarmorless, githzerai monks yearn to bring <strong>the</strong> “goodfight” to <strong>the</strong>ir enemies, <strong>the</strong> githyanki and <strong>the</strong> mind flayers.In melee, githzerai sorcerers <strong>of</strong>ten use <strong>the</strong>ir powersto enhance <strong>the</strong> monks, psychic warriors, and rogues.Psionics (Sp): At will—daze, fea<strong>the</strong>r fall, shatter. Uponadvancing to 11th character level, a githzerai can useplane shift once per day. These abilities are as <strong>the</strong> spellscast by a 16th-level sorcerer.Inertial Armor (Sp): Githzerai can use psychic force toblock an enemy’s blows. This gives <strong>the</strong>m a +4 armorbonus as long as <strong>the</strong>y remain conscious.Spell Resistance (Ex): A githzerai has spell resistance<strong>of</strong> 5 + 1 per character level.GITHZERAI SOCIETYThe githzerai forerunners united under <strong>the</strong> command<strong>of</strong> <strong>the</strong> rebel Gith (see <strong>the</strong> Githyanki entry, above) andthrew down <strong>the</strong> plane-spanning empire <strong>of</strong> <strong>the</strong> mindflayers. Once free, <strong>the</strong> former slaves split ideologicallyand eventually racially, becoming <strong>the</strong> githzerai and<strong>the</strong>ir foes, <strong>the</strong> githyanki. The githzerai’s history <strong>of</strong>imprisonment was <strong>the</strong> foundation <strong>of</strong> <strong>the</strong>ir monasticlifestyle, where all githzerai learn from childhood howto eradicate potential oppressors and enemies (anyonenot a githzerai).Githzerai live within self-contained, fortresslikemonasteries hidden deep in <strong>the</strong> swirling chaos <strong>of</strong>Limbo. While disorder rules outside, stability holdssway inside. Each monastery is ultimately under <strong>the</strong>control <strong>of</strong> a sensei, a monk <strong>of</strong> at least 16th level, and followsa strict schedule <strong>of</strong> chants, meals, martial artstraining, and devotions, according to a particularsensei’s philosophy. A monastery contains noncombatants(mostly children) equal to 15% <strong>of</strong> <strong>the</strong> fighting population.Githzerai males and females may be found inalmost any role or class.Rrakkma: As a special devotion, githzerai sometimesorganize mind flayer hunting parties called rrakkma. Arrakkma consists <strong>of</strong> 4–5 githzerai <strong>of</strong> 8th level and 1–2 <strong>of</strong>11th level, mainly monks, but also containing at least onesorcerer and possibly a rogue. A rrakkma does not returnto its home monastery before slaying at least as manyillithids as its membership.GITHZERAI CHARACTERSA githzerai’s favored class is monk (such characters are <strong>of</strong>lawful neutral alignment).INEVITABLEHailing from <strong>the</strong> lawful neutral plane <strong>of</strong> Mechanus,inevitables are constructs whose sole aim is to enforce<strong>the</strong> natural laws <strong>of</strong> <strong>the</strong> universe.Each type <strong>of</strong> inevitable is designed to find andpunish a particular kind <strong>of</strong> transgression, huntingdown a person or group that has violated a fundamentalprinciple such as “The guilty should be punished,” “Bargainsshould be kept,” or “Everyone dies eventually.”
When an inevitable is created, it receives its first mission,<strong>the</strong>n finds <strong>the</strong> transgressors and metes out appropriatepunishment. The sentence is usually death,although some inevitables insist on recompense to <strong>the</strong>wronged party instead, using geas and mark <strong>of</strong> justice toensure compliance. From its first step, an inevitablefocuses totally on its target. It continues its efforts nomatter how cold <strong>the</strong> trail or hopeless <strong>the</strong> task. Unable tocross an ocean any o<strong>the</strong>r way, inevitables have beenknown to walk into <strong>the</strong> waves, traversing <strong>the</strong> seabed toemerge on ano<strong>the</strong>r continent months later.Inevitables are single-minded in pursuit <strong>of</strong> <strong>the</strong>irquarry, but <strong>the</strong>y are under orders to leave innocentsalone. Accomplices to <strong>the</strong>ir prey are fair game, however,which sometimes creates conflicts within <strong>the</strong>ir programming.Even <strong>the</strong> most effective inevitables are periodicallyrecalled to Mechanus for reprogramming.Inevitables gladly sacrifice <strong>the</strong>mselves to complete amission, but <strong>the</strong>y aren’t suicidal. Faced with impendingdefeat, <strong>the</strong>y are likely to withdraw and seek a way to even<strong>the</strong> odds. They’re determined but patient foes. They allywith o<strong>the</strong>rs if that helps accomplish <strong>the</strong>ir mission, but<strong>the</strong>y have a hard time keeping allies for long. It’s apparentto anyone who spends much time with one that aninevitable sacrifices an ally to fulfill its purpose without asecond thought.When an inevitable completes its task, it wanders <strong>the</strong>landscape and passively observes life around it. Whenit discerns ano<strong>the</strong>r transgression <strong>of</strong> <strong>the</strong> principle it’sdedicated to, it has a new mission. Inevitables tend tostick out in a crowd while <strong>the</strong>y’re in observation mode,but <strong>the</strong>y seem oblivious to <strong>the</strong> attention. Those in <strong>the</strong>know who hear about a 12-foot-tall, golden-armoredstatue roaming <strong>the</strong> countryside might seek out <strong>the</strong>inevitable and present a case, hoping it will take on <strong>the</strong>alleged transgressor. The decision is based on <strong>the</strong> idiosyncrasies<strong>of</strong> <strong>the</strong> inevitable’s programming, so <strong>the</strong>re’sno guarantee.Their forms vary, but all inevitables are gold-andsilverclockwork creatures, with gears and pistonswhere muscles would be on flesh-and-blood creatures.Their eyes glow with a golden radiance. Inevitablesspeak Abyssal, Celestial, Infernal, and <strong>the</strong> native language<strong>of</strong> <strong>the</strong>ir first target.Note that unlike most constructs, inevitables have anIntelligence score and can think, learn, and remember.COMBATUnless <strong>the</strong>ir very existence is threatened, inevitablesfocus completely on <strong>the</strong> transgressor <strong>the</strong>y’ve beenassigned to, ignoring o<strong>the</strong>r combatants completely. Aninevitable might attack anyone who hinders itsCHAPTER 9:MONSTERSZelekhut Kolyarut MarutLarge Construct Medium-Size Construct Large Construct(Lawful) (Lawful) (Lawful)Hit Dice: 8d10 (44 hp) 13d10 (71 hp) 15d10 (82 hp)Initiative: +0 +1 (Dex) +1 (Dex)Speed: 50 ft., fly 60 ft. (average) 30 ft. 40 ft.AC: 27 (–1 size, +10 natural, 26 (+10 natural, +6 banded 28 (–1 size, +11 natural,+8 plate barding) mail) +8 platemail)Attacks: 2 spiked chains +10 melee Vampiric touch +11/+6 melee; 2 slams +17 meleeor enervation ray +10ranged touchDamage: Spiked chain 2d4+5 and 1d6 Vampiric touch 5d6; Slam 2d6+7 and 3d6 sonic or 3d6electricity enervation ray as spell electricityFace/Reach: 5 ft. by 10 ft./10 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./10 ft.Special Attacks: Spell-like abilities Spell-like abilities, vampiric Spell-like abilities, fists <strong>of</strong>touch, enervation raythunder and lightningSpecial Qualities: Damage reduction 30/+3, Damage reduction 30/+3, Damage reduction 40/+4,SR 20, fast healing 5 SR 22, fast healing 5 SR 25, fast healing 10Saves: Fort +2, Ref +2, Will +5 Fort +4, Ref +5, Will +7 Fort +5, Ref +6, Will +8Abilities: Str 21, Dex 11, Con —, Str 14, Dex 13, Con —, Str 25, Dex 13, Con —,Int 8, Wis 17, Cha 15 Int 10, Wis 17, Cha 16 Int 12, Wis 17, Cha 18Skills: — — —Feats: — — —Climate/Terrain: Any land and underground Any land and underground Any land and undergroundOrganization: Solitary Solitary SolitaryChallenge Rating: 9 12 15Treasure: None None NoneAlignment: Always lawful neutral Always lawful neutral Always lawful neutralAdvancement: 9–16 HD (Large); 14–22 HD (Medium-Size); 16–28 HD (Large);17–24 HD (Huge) 23–39 HD (Large) 29–45 HD (Huge)177
- 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 and 172: dull black orbs that reflect noligh
- Page 173 and 174: DaoMaridLarge Outsider (Air, Evil)L
- Page 175: is drawn in melee, the blade transf
- 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