CHAPTER 9:MONSTERSIllus. by D. Riche180COMBATMercanes leave <strong>the</strong> fighting to<strong>the</strong>ir minions and bodyguards—<strong>the</strong>y know that <strong>the</strong>ir advantageslie at <strong>the</strong> negotiating table, noton <strong>the</strong> battlefield. Whenpressed, <strong>the</strong>y attempt todisarm <strong>the</strong>ir opponentsor use invisibility ordimension door toescape. A mercanealmost always has aLeomund’s secret chestfull <strong>of</strong> treasure andmagic ready, and itwon’t hesitate torecall <strong>the</strong> chest tograb a potent wand—or simply bribe aworrisome foe.Spell-Like Abilities:3/day—dimensiondoor, invisibility; 1/day—Leomund’s secret chest, planeshift. These abilities are as<strong>the</strong> spells cast by a 14thlevelsorcerer.Telepathy (Su): Mercanescan communicatetelepathically with any creaturewithin 100 feet that hasa language.Skills: Because <strong>the</strong>y grow upin a mercantile culture, mercanesreceive a +4 racial bonus onAppraise checks.MERCANE SOCIETYNomadic by nature, mercanestravel widely, buying and selling<strong>the</strong>ir wares. They favoropulence, so <strong>the</strong>y <strong>of</strong>tenrent or borrow villas orpalaces when <strong>the</strong>y’ll besettling down for a while.Because <strong>the</strong>y’re known as richmerchants, mercanes always have a squad <strong>of</strong> bodyguardsnearby. They attract bandits and thieves, so mercanestend to be cautious about any strangers <strong>the</strong>ycome into contact with.Mercanes present a demeanor <strong>of</strong> patience and eleganceas <strong>the</strong>y ply <strong>the</strong>ir trade. They never quarrel among <strong>the</strong>mselves,and a rival who insults one mercane <strong>of</strong>ten findsthat o<strong>the</strong>rs also bear a grudge. Their family structure andmating habits are unknown, since juveniles and <strong>the</strong> elderlyare never seen by those not <strong>of</strong> <strong>the</strong>ir race.A squad <strong>of</strong> 5th-level fighters is a typical bodyguard fora mercane, but it may hire bodyguards for each specificjob, tailoring <strong>the</strong>m to <strong>the</strong> task. If a company <strong>of</strong> mercaneshas business in <strong>the</strong> Abyss, for example, <strong>the</strong>y’llprobably be accompanied by tieflings or demons.Unusually dangerous trade missions requireextra help, <strong>of</strong> course, and a company <strong>of</strong> mercanessometimes has reason to hire <strong>the</strong>services <strong>of</strong> adventurers.The patron deity <strong>of</strong> mercanes isBoccob.MERCANE CHARACTERSA mercane’s favored class is wizard; <strong>the</strong>senior mercane in any company is usuallya wizard. Mercanes who are clericsworship Boccob.PARAELEMENTALA paraelemental is a syn<strong>the</strong>sis <strong>of</strong> two elementalforces within a single elementalcreature. Because <strong>the</strong>y are composed <strong>of</strong> twoprimal forces <strong>of</strong> nature, paraelementals areunpredictable and dangerous.COMBATParaelementals have varied tactics and abilities,but all gain <strong>the</strong> benefits <strong>of</strong> <strong>the</strong>ir elementalnature.Elemental: Immune to poison, sleep, paralysis,and stunning. Not subject to critical hits.ICE PARAELEMENTALThese icy monoliths seek to drape <strong>the</strong> planes in acurtain <strong>of</strong> cold. They dwell on <strong>the</strong> Elemental Plane<strong>of</strong> Air and <strong>the</strong> Elemental Plane <strong>of</strong> Water but findnei<strong>the</strong>r place frigid enough for <strong>the</strong>ir tastes.An ice paraelemental looks like a roughlyhewn, translucent statue <strong>of</strong> ice, covered head totoe in sharpened icicles. The glint <strong>of</strong> reflectedlight gives <strong>the</strong> appearance <strong>of</strong> capricious,winking eyes.Ice paraelementals speak Aquanand Auran. Their voices have aserene, tinkling quality at oddswith <strong>the</strong>ir fearsome appearance.Ice Paraelemental SizesChill TouchParaelemental Height Weight Save DC RadiusSmall 4 ft. 32 lb. 11 5 ft.Medium 8 ft. 260 lb. 12 10 ft.Large 16 ft. 2,100 lb. 14 15 ft.Huge 32 ft. 17,000 lb. 18 20 ft.Greater 36 ft. 20,000 lb. 20 25 ft.Elder 40 ft. 22,000 lb. 22 30 ft.CombatIce paraelementals are patient combatants, <strong>of</strong>ten waitingfor foes to come to <strong>the</strong>m. Larger individuals may
Ice Paraelemental, Small Ice Paraelemental, Medium Ice Paraelemental, LargeSmall Elemental Medium-Size Elemental Large Elemental(Air, Cold) (Air, Cold) (Air, Cold)Hit Dice: 2d8 (9 hp) 4d8+8 (26 hp) 8d8+24 (60 hp)Initiative: +1 (Dex) +3 (Dex) +5 (Dex)Speed: 30 ft. 30 ft. 30 ft.AC: 16 (+1 size, +1 Dex, +4 natural) 17 (+3 Dex, +4 natural) 19 (–1 size, +5 Dex, +5 natural)Attacks: Icicle +3 melee Icicle +6 melee Icicle +10/+5 meleeDamage: Icicle 1d4 and 1d4 cold Icicle 1d6+1 and 1d6 cold Icicle 2d6+2 and 2d6 coldFace/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./10 ft.Special Attacks: Chill metal Chill metal Chill metalSpecial Qualities: Elemental, cold subtype Elemental, cold subtype Elemental, damage reduction10/+1, cold subtypeSaves: Fort +0, Ref +4, Will +0 Fort +3, Ref +7, Will +1 Fort +5, Ref +11, Will +2Abilities: Str 10, Dex 13, Con 10, Str 12, Dex 17, Con 14, Str 14, Dex 21, Con 16,Int 4, Wis 11, Cha 11 Int 4, Wis 11, Cha 11 Int 6, Wis 11, Cha 11Skills: Listen +5, Spot +5 Listen +7, Spot +7 Listen +12, Spot +12Feats: Combat Reflexes, Combat Reflexes, Combat Reflexes, Dodge,Weapon Finesse (icicle) Weapon Finesse (icicle) Weapon Finesse (icicle)CHAPTER 9:MONSTERSIce Paraelemental, Huge Ice Paraelemental, Greater Ice Paraelemental, ElderHuge Elemental (Air, Cold) Huge Elemental (Air, Cold) Huge Elemental (Air, Cold)Hit Dice: 16d8+64 (136 hp) 21d8+84 (178 hp) 24d8+96 (204 hp)Initiative: +7 (Dex) +8 (Dex) +9 (Dex)Speed: 30 ft. 30 ft. 30 ft.AC: 20 (–2 size, +7 Dex, +5 natural) 25 (–2 size, +8 Dex, +9 natural) 26 (–2 size, +9 Dex, +9 natural)Attacks: Icicle +17/+12/+7 melee Icicle +19/+14/+9 melee Icicle +23/+18/+13/+8 meleeDamage: Icicle 2d8+4 and 2d8 cold Icicle 2d8+5 and 2d8 cold Icicle 2d8+5 and 2d8 coldFace/Reach: 10 ft. by 5 ft./15 ft. 10 ft. by 5 ft./15 ft. 10 ft. by 5 ft./15 ft.Special Attacks: Chill metal Chill metal Chill metalSpecial Qualities: Elemental, damage reduction Elemental, damage reduction Elemental, damage reduction10/+2, cold subtype 10/+2, cold subtype 15/+3, cold subtypeSaves: Fort +9, Ref +17, Will +5 Fort +11, Ref +20, Will +7 Fort +12, Ref +23, Will +8Abilities: Str 18, Dex 25, Con 18, Str 20, Dex 27, Con 18, Str 22, Dex 29, Con 18,Int 6, Wis 11, Cha 11 Int 6, Wis 11, Cha 11 Int 6, Wis 11, Cha 11Skills: Listen +18, Spot +18 Listen +23, Spot +23 Listen +26, Spot +26Feats: Combat Reflexes, Dodge, Combat Reflexes, Dodge, Combat Reflexes, Dodge,Mobility, Weapon Finesse Mobility, Spring Attack, Mobility, Spring Attack,(icicle) Weapon Finesse (icicle) Weapon Finesse (icicle)Magma Paraelemental, Small Magma Paraelemental, Medium Magma Paraelemental, LargeSmall Elemental Medium-Size Elemental Large Elemental(Earth, Fire) (Earth, Fire) (Earth, Fire)Hit Dice: 2d8+2 (11 hp) 4d8+12 (30 hp) 8d8+32 (68 hp)Initiative: –1 (Dex) –1 (Dex) –1 (Dex)Speed: 30 ft. 30 ft. 30 ft.AC: 16 (+1 size, –1 Dex, +6 natural) 17 (–1 Dex, +8 natural) 17 (–1 size, –1 Dex, +9 natural)Attacks: Slam +5 melee Slam +8 melee Slam +12/+7 meleeDamage: Slam 1d6+4 Slam 1d8+7 Slam 2d8+10Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./10 ft.Special Attacks: Burn Burn BurnSpecial Qualities: Elemental, fire subtype Elemental, fire subtype Elemental, damage reduction10/+1, fire subtypeSaves: Fort +4, Ref –1, Will +0 Fort +7, Ref +0, Will +1 Fort +10, Ref +1, Will +2Abilities: Str 17, Dex 8, Con 13, Str 21, Dex 8, Con 17, Str 25, Dex 8, Con 19,Int 4, Wis 11, Cha 11 Int 4, Wis 11, Cha 11 Int 6, Wis 11, Cha 11Skills: Listen +5, Spot +5 Listen +7, Spot +7 Listen +12, Spot +12Feats: Power Attack Power Attack Cleave, Power Attack181
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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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the truth, the ice sheet has object
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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