CHAPTER 9:MONSTERSIllus. by W. Reynolds182pretend to be flat-footed, delaying <strong>the</strong>ir action in hopes<strong>of</strong> luring opponents within reach <strong>of</strong> <strong>the</strong>ir many attacks<strong>of</strong> opportunity. (All ice paraelementals have <strong>the</strong>Combat Reflexes feat.) In any case, ice paraelementalsmove to maximize <strong>the</strong> number <strong>of</strong> opponentswithin <strong>the</strong> radius <strong>of</strong><strong>the</strong>ir chill metalattack, <strong>the</strong>nmaneuver tooutlast <strong>the</strong>enemy (whohas likely takingdamagefrom freezingweaponsand armor).Chill Metal(Su): Theice paraelemental’schillmetal powerfunctions like <strong>the</strong>druid spell <strong>of</strong> <strong>the</strong>same name,except that itaffects everythingwithin <strong>the</strong>given radius. As with <strong>the</strong> spell, it takes 3 rounds foraffected metal to reach <strong>the</strong> freezing stage. Once it does,it remains at that stage until <strong>the</strong> ice paraelementaltakes a standard action to end <strong>the</strong> effect. The metalreturns to its starting temperature 2 rounds later, justas with <strong>the</strong> spell.Cold Subtype (Ex): Cold immunity; double damagefrom fire except on a successful save.MAGMA PARAELEMENTALBir<strong>the</strong>d in <strong>the</strong> heart <strong>of</strong> extraplanar volcanoes, magmaparaelementals can erupt into violence without warning.A magma paraelemental is a hulking, humanoid figurecomposed entirely <strong>of</strong> lava. It is rock-colored across <strong>the</strong>chest, arms, and legs, where <strong>the</strong> lava has cooled somewhat,while <strong>the</strong> hands and feet are still fiery red. Twoglowing embers sit where eyes should be, and <strong>the</strong> mouthis a gaping maw <strong>of</strong> flame.Magma paraelementals live on <strong>the</strong> Elemental <strong>Planes</strong> <strong>of</strong>Fire and Earth. Accordingly, <strong>the</strong>y speak both Ignan andTerran in low, rumbling voices.Magma Paraelemental SizesParaelemental Height Weight Burn Save DCSmall 4 ft. 80 lb. 10Medium 8 ft. 750 lb. 11Large 16 ft. 6,000 lb. 13Huge 32 ft. 48,000 lb. 17Greater 36 ft. 54,000 lb. 19Elder 40 ft. 60,000 lb. 21CombatMagma paraelementals love to charge into melee combat.Given a chance, <strong>the</strong>y’ll grapple foes smaller than <strong>the</strong>y are.Burn (Ex): Those grappled by a magma paraelementalor hit by its slam attack must succeed at a Reflex save orcatch fire. The fire burnsfor 1d4 rounds (seeCatching on Fire, page86 <strong>of</strong> <strong>the</strong> DUNGEONMASTER’s Guide). Thesave DC varieswith <strong>the</strong> paraelemental’ssize. A burningcreature can takea move-equivalentaction to put out <strong>the</strong>flame.Creatures hittinga magma paraelementalwith naturalweapons or unarmed attacksmust likewisemake a Reflexsave to avoidcatching fire.Fire Subtype (Ex): Fire immunity, double damagefrom cold except on a successful save.OOZE PARAELEMENTALOoze paraelementals sli<strong>the</strong>r and crawl through <strong>the</strong> Elemental<strong>Planes</strong> <strong>of</strong> Earth and Water, which <strong>the</strong>y call home.An ooze paraelemental generally takes <strong>the</strong> form <strong>of</strong> adark brown torso, head, and arms rising from a pool <strong>of</strong>muck. As <strong>the</strong> pool flows across <strong>the</strong> landscape, <strong>the</strong> paraelementalmoves. It has gaping black indentations where itseyes and mouth would be.Ooze paraelementals speak Terran and Aquan in burblingtones.Ooze Paraelemental SizesParaelemental Height Weight Acid Save DCSmall 4 ft. 34 lb. 11Medium 8 ft. 280 lb. 13Large 16 ft. 2,250 lb. 16Huge 32 ft. 18,000 lb. 22Greater 36 ft. 21,000 lb. 25Elder 40 ft. 24,000 lb. 28CombatOoze paraelementals relish combat against most humanoidfoes, because <strong>the</strong>ir acid can melt weapons.Acid (Ex): An ooze paraelemental’s muck is highlyacidic and can rapidly dissolve organic material and metal.Any melee hit deals acid damage. The paraelemental’s aciddeals 40 points <strong>of</strong> damage per round to metal or woodenobjects. Armor or clothing dissolves and becomes uselessimmediately unless it succeeds at a Reflex save (DC varieswith <strong>the</strong> paraelemental’s size). A metal or wooden weapon
Magma Paraelemental, Huge Magma Paraelemental, Greater Magma Paraelemental, ElderHuge Elemental (Earth, Fire) Huge Elemental (Earth, Fire) Huge Elemental (Earth, Fire)Hit Dice: 16d8+80 (152 hp) 21d8+105 (199 hp) 24d8+120 (228 hp)Initiative: –1 (Dex) –1 (Dex) –1 (Dex)Speed: 30 ft. 30 ft. 30 ft.AC: 17 (–2 size, –1 Dex, +10 natural) 19 (–2 size, –1 Dex, +12 natural) 21 (–2 size, –1 Dex, +14 natural)Attacks: Slam +19/+14/+9 melee Slam +23/+18/+13 melee Slam +27/+22/+17/+12 meleeDamage: Slam 2d10+13 Slam 2d10+15 Slam 2d10+16Face/Reach: 10 ft. by 5 ft./15 ft. 10 ft. by 5 ft./15 ft. 10 ft. by 5 ft./15 ft.Special Attacks: Burn Burn BurnSpecial Qualities: Elemental, damage reduction Elemental, damage reduction Elemental, damage reduction10/+2, fire subtype 10/+2, fire subtype 15/+3, fire subtypeSaves: Fort +15, Ref +4, Will +5 Fort +17, Ref +6, Will +7 Fort +19, Ref +7, Will +8Abilities: Str 29, Dex 8, Con 21, Str 31, Dex 8, Con 21, Str 33, Dex 8, Con 21,Int 6, Wis 11, Cha 11 Int 6, Wis 11, Cha 11 Int 6, Wis 11, Cha 11Skills: Listen +14, Spot +14 Listen +23, Spot +23 Listen +26, Spot +26Feats: Cleave, Great Cleave, Improved Cleave, Great Cleave, Improved Cleave, Great Cleave, ImprovedBull Rush, Power Attack Bull Rush, Improved Critical Bull Rush, Improved Critical(slam), Power Attack(slam), Power AttackCHAPTER 9:MONSTERSOoze Paraelemental, Small Ooze Paraelemental, Medium Ooze Paraelemental, LargeSmall Elemental Medium-Size Elemental Large Elemental(Earth, Water) (Earth, Water) (Earth, Water)Hit Dice: 2d8+2 (11 hp) 4d8+12 (30 hp) 8d8+32 (68 hp)Initiative: +0 +1 (Dex) +2 (Dex)Speed: 20 ft., swim 50 ft. 20 ft., swim 50 ft. 20 ft., swim 50 ft.AC: 17 (+1 size, +6 natural) 18 (+1 Dex, +8 natural) 20 (–1 size, +2 Dex, +9 natural)Attacks: Slam +4 melee Slam +6 melee Slam +10/+5 meleeDamage: Slam 1d6+3 and 1d4 acid Slam 1d8+4 and 1d6 acid Slam 2d8+7 and 1d6 acidFace/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./10 ft.Special Attacks: Acid Acid AcidSpecial Qualities: Elemental Elemental Elemental, damage reduction10/+1Saves: Fort +4, Ref +0, Will +0 Fort +7, Ref +2, Will +1 Fort +10, Ref +4, Will +2Abilities: Str 14, Dex 10, Con 13, Str 16, Dex 12, Con 17, Str 20, Dex 14, 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 Power Attack, SunderOoze Paraelemental, Huge Ooze Paraelemental, Greater Ooze Paraelemental, ElderHuge Elemental (Earth, Water) Huge Elemental (Earth, Water) Huge Elemental (Earth, Water)Hit Dice: 16d8+80 (152 hp) 21d8+105 (199 hp) 24d8+120 (228 hp)Initiative: +4 (Dex) +5 (Dex) +6 (Dex)Speed: 20 ft., swim 50 ft. 20 ft., swim 50 ft. 20 ft., swim 50 ft.AC: 21 (–2 size, +4 Dex, +9 natural) 22 (–2 size, +5 Dex, +9 natural) 23 (–2 size, +6 Dex, +9 natural)Attacks: Slam +17/+12/+7 melee Slam +21/+16/+11 melee Slam +25/+20/+15/+10 meleeDamage: Slam 2d10+10 and 1d6 acid Slam 2d10+12 and 2d6 acid Slam 2d10+13 and 2d6 acidFace/Reach: 10 ft. by 5 ft./15 ft. 10 ft. by 5 ft./15 ft. 10 ft. by 5 ft./15 ft.Special Attacks: Acid Acid AcidSpecial Qualities: Elemental, damage reduction Elemental, damage reduction Elemental, damage reduction10/+2, fire immunity 10/+2, fire immunity 15/+3, fire immunitySaves: Fort +15, Ref +9, Will +5 Fort +17, Ref +12, Will +7 Fort +19, Ref +13, Will +8Abilities: Str 24, Dex 18, Con 21, Str 26, Dex 20, Con 21, Str 28, Dex 22, Con 21,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: Cleave, Great Cleave, Cleave, Great Cleave, Improved Cleave, Great Cleave, ImprovedPower Attack, Sunder Critical (slam), Power Attack, Critical (slam), Power Attack,SunderSunder183
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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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Scion Queen Mother at all times, an
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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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- Page 221 and 222: Planar Rips: Planar rips are holes
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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