CHAPTER 9:MONSTERSIllus. by W. Reynolds186Spell-Like Abilities: At will—cause fear, desecrate, detectgood, detect magic. These abilities are as <strong>the</strong> spells cast by a5th-level sorcerer (save DC = 11 + spell level).Blindsight (Ex): Canoloths can ascertain all foeswithin 40 feet as a sighted creature would. Beyondthat range, <strong>the</strong>y treat all targets as having total concealment(see Concealment in Chapter 8 <strong>of</strong> <strong>the</strong>Player’s Handbook).Canoloths are susceptible to sound- and scent-basedattacks, however, and are affected normally by loudnoises and sonic spells (such as ghost sound or silence)and overpowering odors (such as stinking cloud, cloudkill,or incense-heavy air). Negatinga canoloth’s sense <strong>of</strong> smellor hearing reducesthis ability tonormal Blind-Fight (as <strong>the</strong>feat). If bothsenses arenegated, <strong>the</strong>canoloth iseffectivelyblinded.ImprovedGrab (Ex):To use thisability, <strong>the</strong>canoloth musthit with itstongue attack.It canpull a grabbedopponent<strong>of</strong> Medium-sizeor smaller into its mouth on <strong>the</strong> same round and makea bite attack. The canoloth can establish a hold with asuccessful attack even if <strong>the</strong> victim isn’t paralyzed(see below).Paralysis (Ex): Those hit by a canoloth’s tongue attackmust succeed at a Fortitude save (DC 12) or be paralyzedfor 1d6+2 minutes.Summon Yugoloth (Ex): Once per day, a canoloth canattempt to summon a mezzoloth or 1d3 canoloths with a40% chance <strong>of</strong> success.Immunities (Ex): Canoloths are immune to gazeattacks, visual effects, illusions, and o<strong>the</strong>r attack formsthat rely on sight.MEZZOLOTHMezzoloths are <strong>the</strong> most common foot soldiers in <strong>the</strong>yugoloth armies. They understand little beyond combat,but <strong>the</strong>ir skill in battle is fearsome. When <strong>the</strong>y aren’tfighting, <strong>the</strong>y’re imagining new ways to hurt <strong>the</strong>ir enemiesand practicing <strong>the</strong>ir martial skills.A mezzoloth looks like a human-sized insect withheavy chitin and four limbs tipped with sharp claws. Itswide-set eyes glow red when it’s angry (which is almostalways). When arrayed for battle, mezzoloths wield tridentsand carry shields.CombatWhen directed to attack an opponent, mezzoloths firsttry to weaken it with cloudkill, <strong>the</strong>n close and attack with<strong>the</strong>ir tridents. If <strong>the</strong> enemy is likely to use enhancingmagic such as bull’s strength or stoneskin, a few mezzolothsattempt area dispel magic before melee begins. If <strong>the</strong>battle is going poorly, mezzoloths use darkness and teleportwithout error to make a getaway.Their tactics are similar in a largearmy battle. Squads <strong>of</strong> tridentwieldingmezzoloths are <strong>the</strong> backbone<strong>of</strong> a yugoloth force. They teleportinto battle, launch cloudkill at<strong>the</strong> enemy, <strong>the</strong>n charge into <strong>the</strong>yellow mist with <strong>the</strong>ir tridents.Spell-LikeAbilities: Atwill—causefear, darkness,desecrate, produceflame, see invisibility;2/day—cloudkill,dispel magic.These abilitiesare as <strong>the</strong> spellscast by an8th-level sorcerer(save DC =12 + spell level).Twice per day, amezzoloth can useteleport without error(self plus 50 pounds <strong>of</strong> objects only) as <strong>the</strong> spell cast by a12th-level sorcerer.Summon Yugoloth (Ex): Once per day, a mezzolothcan attempt to summon ano<strong>the</strong>r mezzoloth with a 40%chance <strong>of</strong> success.NYCALOTHNycaloths act as elite cavalry in yugoloth armies, swoopingdown onto enemy flanks and tearing up unsuspectingtroops. They pride <strong>the</strong>mselves in <strong>the</strong>ir ability to strikewithout warning, <strong>the</strong>n disappear before <strong>the</strong> enemy hastime to launch a reprisal.A nycaloth looks like a big gargoyle with powerful batwingsand thick, green skin. All four limbs have razor-sharpclaws. The head is vaguely canine, with small webbed earsand horns. Some nycaloths carry Huge greataxes into battle.CombatA nycaloth’s favorite tactic is to use invisibility to approachan enemy on <strong>the</strong> ground, <strong>the</strong>n dive in with clawsextended. If <strong>the</strong> opponent survives <strong>the</strong> attack, <strong>the</strong> nycalothgrabs it and takes <strong>of</strong>f, grappling <strong>the</strong> enemy until itcan drop it from a great height.
CanolothMezzolothMedium-Size Outsider (Evil)Medium-Size Outsider (Evil)Hit Dice: 5d8 (22 hp) 8d8+8 (44 hp)Initiative: +4 (Improved Initiative) +4 (Improved Initiative)Speed: 50 ft. 40 ft.AC: 20 (+10 natural) 18 (+8 natural)Attacks: Tongue +8 melee, bite +6 melee 2 claws +11 melee (or trident +12/+7 melee);or trident +12 rangedDamage: Tongue 1d4+3, bite 2d6+1 Claw 1d4+3; trident 1d8+3Face/Reach: 5 ft. by 5 ft./5 ft. (tongue 20 ft.) 5 ft. by 5 ft./5 ft.Special Attacks: Spell-like abilities, blindsight, improved Spell-like abilities, summon yugolothgrab, paralysis, summon yugolothSpecial Qualities: Damage reduction 10/+1, SR 18, Damage reduction 10/+1, SR 22, yugolothimmunities, yugoloth qualities, scent qualitiesSaves: Fort +4, Ref +4, Will +7 Fort +7, Ref +6, Will +6Abilities: Str 17, Dex 10, Con 11, Str 16, Dex 11, Con 13,Int 5, Wis 17, Cha 12 Int 7, Wis 10, Cha 14Skills: Hide +5, Listen +11, Move Silently +7, Hide +9, Intimidate +10, Listen +11,Spot +11 Move Silently +9, Spot +11Feats: Improved Initiative, Multiattack Improved Critical (trident), ImprovedInitiative, Weapon Focus (trident)CHAPTER 9:MONSTERSClimate/Terrain: Any land and underground Any land and undergroundOrganization: Solitary or pack (3–7) Solitary, squad (4–8), or platoon (10–18 plus 1 ultroloth)Challenge Rating: 6 7Treasure: None StandardAlignment: Always neutral evil Always neutral evilAdvancement: 6–10 HD (Medium-size); 11–15 HD (Large) 9–18 HD (Medium-size); 19–24 HD (Large)NycalothUltrolothLarge Outsider (Evil)Medium-Size Outsider (Evil)Hit Dice: 11d8+33 (82 hp) 13d8+13 (71 hp)Initiative: +2 (Dex) +3 (Dex)Speed: 40 ft., fly 90 ft. (good) 30 ft.AC: 17 (–1 size, +2 Dex, +6 natural) 21 (+3 Dex, +8 natural)Attacks: 2 claws +15 melee; or Huge greataxe Longsword +14/+9/+4 melee; or enervation ray+15/+10 melee +17 rangedDamage: Claw 1d6+5; Huge greataxe 2d8+7 Longsword 1d8+1; enervation ray as spellFace/Reach: 5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./5 ft.Special Attacks: Spell-like abilities, improved grab, Spell-like abilities, hypnotic gaze, summonrake 1d6+5, wounding, summon yugoloth yugolothSpecial Qualities: Damage reduction 20/+2, SR 24, Damage reduction 30/+3, SR 25,yugoloth qualitiesyugoloth qualitiesSaves: Fort +10, Ref +9, Will +7 Fort +9, Ref +11, Will +10Abilities: Str 20, Dex 14, Con 17, Str 13, Dex 16, Con 13,Int 13, Wis 10, Cha 16 Int 16, Wis 15, Cha 19Skills: Concentration +11, Hide +12, Knowledge Bluff +20, Concentration +16, Listen +18, Move(<strong>the</strong> planes) +8, Listen +14, MoveSilently +19, Scry +19, Search +19, SenseSilently +16, Sense Motive +14, Spot +14 Motive +18, Spellcraft +19, Spot +18Feats: Dodge, Flyby Attack, Mobility Point Blank Shot, Precise Shot, Spell Focus(Enchantment), Weapon Focus (ray)Climate/Terrain: Any land and underground Any land and undergroundOrganization: Solitary or squad (4–8) Solitary or pairChallenge Rating: 13 16Treasure: Half coins; half goods; double items Double standardAlignment: Always neutral evil Always neutral evilAdvancement: 12–24 (Large); 25–33 (Huge) 14–30 HD (Medium-size); 31–39 HD (Large)187
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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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they have three possible courses of
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always find themselves in the surf
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- Page 185: succeed at a Fortitude save or inha
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- Page 221 and 222: Planar Rips: Planar rips are holes
- Page 223: Lolth 100, 103Lucid Dreaming 203Lun
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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