CHAPTER 9:MONSTERSIllus. by W. Reynolds178progress, but it won’t tarry beyond <strong>the</strong> point where itcan reengage its quarry. Inevitables take self-defense veryseriously; anyone who attacks an inevitable with what<strong>the</strong> creature perceives as deadly force is met with deadlyforce in return.Construct: Immune to mind-influencing effects,poison, disease, and similar effects. Not subject to criticalhits, subdual damage, ability damage, energy drain, ordeath from massive damage.Fast Healing (Ex): An inevitable heals a certainamount <strong>of</strong> damage each round as long as it has at least 1hit point. However, damage dealt by blessed and chaoticweapons heals at <strong>the</strong> normal rate.ZELEKHUTZelekhuts are charged with hunting down thosewho would deny justice—especiallythose who flee toescape punishment.They usea combination<strong>of</strong> natural skilland magicto find fugitiveswherever <strong>the</strong>ymay hide. And once<strong>the</strong>y’ve found <strong>the</strong>m, <strong>the</strong>ycarry out a sentence <strong>of</strong><strong>the</strong>ir own.A zelekhut is acentauroid clockworkconstructwith ornategolden armorover alabasterskin. Itwields twospikedchainsthat springforth from itsforearms.Golden metallicwings emergefrom its backon command.CombatOnce it hasfound its fugitive,a zelekhutusesits maneuverabilityandspell-like abilities to cover<strong>the</strong> most likely escape routes. Then it immobilizes anydefenders while protecting any innocent bystanders.Finally, it apprehends <strong>the</strong> fugitive with its spikedchains, tripping and disarming <strong>the</strong> foe as needed. If <strong>the</strong>sentence is death, <strong>the</strong> zelekhut carries it out with littlefuss or fanfare.Spell-Like Abilities: At will—clairaudience/clairvoyance,dimensional anchor, dispel magic, fear, hold person, locatecreature, true seeing; 3/day—hold monster, mark <strong>of</strong> justice;1/week—lesser geas. These abilities are as <strong>the</strong> spells castby an 8th-level sorcerer (save DC = 12 + spell level).KOLYARUTKolyaruts represent <strong>the</strong> ultimate enforcement clause ina contract—<strong>the</strong>y mete out punishment to those whobreak bargains and oaths. Originally sent from Mechanusto avenge major betrayals, once on <strong>the</strong> MaterialPlane <strong>the</strong>y hunt downeveryone from unscrupulousmerchantsto army deserters.Anyone who renegeson a dealcould draw <strong>the</strong>ire <strong>of</strong> a kolyarut,although <strong>the</strong> creatureusually ignoresinconsequentialdeals and rashlysworn oaths.Before beginninga mission against adeal-breaker, <strong>the</strong>kolyarut learnsas much about<strong>the</strong> contract oroath as possible.It’snot interestedinthose whobreak dealsaccidentally oragainst <strong>the</strong>ir will—only those whowillingly break contractsviolate <strong>the</strong> principlethat kolyarutsare created to uphold.If a writtencontract was broken, <strong>the</strong>kolyarut typically carries acopy <strong>of</strong> <strong>the</strong> contract with it.Kolyaruts are <strong>the</strong>most human-looking<strong>of</strong> <strong>the</strong> inevitables,appearing as clockworkhumanoids dressed in flowingred robes and ornate golden armor. They’re also <strong>the</strong> mosttalkative, making credible attempts at social nicetiessuch as proper greetings before getting down to <strong>the</strong>
matter at hand. They use alter self to appear as almost anyhumanoid—useful if <strong>the</strong>y need to go undercover tocatch <strong>the</strong>ir quarry.CombatLike all inevitables, kolyaruts are patient enough to studya target before striking. They have a good idea <strong>of</strong> <strong>the</strong> dealbreaker’sabilities and defenses before <strong>the</strong>y enter battle.When <strong>the</strong>y fight, <strong>the</strong>y try to get <strong>the</strong> conflict over as soonas possible, minimizing excess bloodshed and mayhem.They don’t let concern for innocents delay or endanger<strong>the</strong>ir mission, however.A kolyarut’s favorite tactic is to use invisibility or alter selfto sneak close, <strong>the</strong>n eliminate <strong>the</strong> quarry with vampirictouch before it can react. Kolyaruts have no compunctionsabout using <strong>the</strong>ir vampiric touch ability on alliesto increase <strong>the</strong>ir own power, if it helps <strong>the</strong>m complete<strong>the</strong>ir mission.Spell-Like Abilities: At will—alter self, discern lies, fear,hold person, invisibility, locate creature, suggestion; 1/day—hold monster, mark <strong>of</strong> justice; 1/week—geas/quest. Theseabilities are as <strong>the</strong> spells as cast by an 11th-level sorcerer(save DC = 13 + spell level).Vampiric Touch (Su): As a melee touch attack, a kolyarutcan drain life force from its foe, as <strong>the</strong> vampiric touchspell cast by a 10th-level sorcerer.Enervation Ray (Su): The kolyarut can fire a blackenervation ray at targets within 200 feet. This is identicalwith <strong>the</strong> enervation spell cast by a 10th-level sorcerer.MARUTMaruts represent <strong>the</strong> inevitability <strong>of</strong> death. They confrontthose who would try to deny <strong>the</strong> grave itself.Any who use unnatural means to extend <strong>the</strong>ir lifespan (such as a lich) could be targeted by a marut.Those who take extraordinary measures to cheat deathin some o<strong>the</strong>r way (such as sacrificing hundreds <strong>of</strong>o<strong>the</strong>rs to keep oneself safe from a plague) might belabeled transgressors as well. Those who use magic toreverse death (raise dead spells, for example) aren’tworthy <strong>of</strong> a marut’s attention unless <strong>the</strong>y do so repeatedlyor on a massive scale.A marut appears as an onyx statue garbed in goldenarmor. Disdaining weapons or o<strong>the</strong>r equipment, marutswalk surely and implacably toward <strong>the</strong>ir foes, never resting.CombatOnce it has found its target, a marut brings it <strong>the</strong> deathit has been trying to avoid. Those who defile deaththrough necromancy may instead receive a geas and/ormark <strong>of</strong> justice to enforce proper respect. It typically useswall <strong>of</strong> force to shut <strong>of</strong>f any escape routes, <strong>the</strong>n opens upwith chain lightning while it closes to melee range. Once<strong>the</strong>re, it strikes with its massive fists, using circle <strong>of</strong> deathif beset by numbers <strong>of</strong> defenders. It hits spellcastingopponents with greater dispelling after greater dispellingand uses dimension door and locate creature to track downfoes who flee.Spell-Like Abilities: At will—circle <strong>of</strong> doom, dimensiondoor, dominate person, fear, greater dispelling, locate creature,true seeing; 1/day—chain lightning, circle <strong>of</strong> death, mark <strong>of</strong>justice, wall <strong>of</strong> force; 1/week—earthquake, geas/quest, planeshift. These abilities are as <strong>the</strong> spells as cast by a 14th-levelsorcerer (save DC = 14 + spell level).Fists <strong>of</strong> Thunder and Lightning (Su): The marut’sleft fist delivers a loud thunderclap whenever it hitssomething, dealing an additional 3d6 points <strong>of</strong> sonicdamage and deafening <strong>the</strong> target for 2d6 rounds (Fortitudesave DC 17 negates <strong>the</strong> deafness). The right fistdelivers a shock for an additional 3d6 points <strong>of</strong> electricitydamage, and <strong>the</strong> flash <strong>of</strong> lightning blinds <strong>the</strong>target for 2d6 rounds (Fortitude save DC 17 negates<strong>the</strong> blindness).MERCANELarge Outsider (Lawful)Hit Dice: 7d8+21 (52 hp)Initiative: +2 (Dex)Speed: 30 ft.AC: 15 (–1 size, +2 Dex, +4 natural)Attacks: Masterwork falchion +9/+4 meleeDamage: Falchion 2d4+3Face/Reach: 5 ft. by 5 ft./10 ft.Special Qualities: SR 25, spell-like abilities, telepathySaves: Fort +8, Ref +7, Will +8Abilities: Str 15, Dex 15, Con 16, Int 20, Wis 17, Cha 15Skills: Appraise +19, Bluff +12, Diplomacy +16, Ga<strong>the</strong>rInformation +12, Innuendo +15, Intimidate +9, Knowledge(arcana) +15, Knowledge (<strong>the</strong> planes) +15, SenseMotive +13, Spot +9Feats: Expertise, Improved DisarmClimate/Terrain: Any land and undergroundOrganization: Company (1–4 mercanes and 3–18 5thlevelfighter bodyguards)Challenge Rating: 5Treasure: Double standardAlignment: Always lawful neutralAdvancement: By character classMercanes are extraplanar merchants, selling weapons,magic, and o<strong>the</strong>r treasures from plane to plane.They pr<strong>of</strong>ess neutrality in <strong>the</strong> conflicts and rivalries <strong>of</strong><strong>the</strong> planes, preferring to do <strong>the</strong>ir business and move on.But beneath <strong>the</strong> mercanes’ veneer <strong>of</strong> impartiality aremotives <strong>of</strong> <strong>the</strong>ir own, and <strong>the</strong>y <strong>of</strong>ten hire adventurers toset <strong>the</strong>ir plans in motion.A mercane stands out in <strong>the</strong> most crowded bazaar. A12-foot tall, blue-skinned creature dressed in voluminousrobes, it moves with a slow, languid grace. Itshands are spidery and delicate, with an extra joint oneach finger.Each mercane speaks Abyssal, Celestial, Draconic,Infernal, and at least two o<strong>the</strong>r languages.CHAPTER 9:MONSTERS179
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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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they first enter the downdraft or b
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are big enough for whole cities and
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- Page 137 and 138: BYTOPIA INHABITANTSBytopia is home
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- Page 150 and 151: OutlandsExcelsiorSigilTradegateEcst
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- Page 154 and 155: CHAPTER 8:DEMIPLANES154to multiple
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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