CHAPTER 9:MONSTERSIllus. by W. Reynolds188Spell-Like Abilities: At will—deeper darkness, desecrate,fear, invisibility, mirror image, see invisibility. These abilitiesare as <strong>the</strong> spells cast by an 11th-level sorcerer (save DC =13 + spell level).At will, a nycalothcan use teleportwithout error(self plus 50pounds <strong>of</strong> objectsonly) as <strong>the</strong> spellcast by a 12thlevelsorcerer.Improved Grab(Ex): To use thisability, <strong>the</strong> nycalothmust hitwith both clawattacks. If it gets a hold,it can rake. The nycalothcan only usethis abilityif it is airborne.If itgets a hold on a nonflyingopponent <strong>of</strong>Medium-size or smaller,<strong>the</strong> nycaloth can ascend with<strong>the</strong> grabbed creature. When carrying a creature weighingmore than 230 pounds, its fly speed drops to 60 feet and itreceives a –3 penalty on Hide and Move Silently checks.The nycaloth can’t carry a load <strong>of</strong> more than 496 pounds.Rake (Ex): A nycaloth that gets a hold can make tworake attacks (+15 melee) with its hind legs for 1d6+5points <strong>of</strong> damage each.Wounding (Ex): A nycaloth’s claw attacks continue tobleed long after <strong>the</strong> wound was inflicted. Each woundbleeds for 1 point <strong>of</strong> damage per round <strong>the</strong>reafter. Multipleclaw wounds result in cumulative bleeding loss (twowounds deal 2 points <strong>of</strong> damage per round, and so on).The bleeding can be stopped only by a successful Healcheck (DC 15) or <strong>the</strong> application <strong>of</strong> any cure spell or o<strong>the</strong>rhealing spell (heal, healing circle, and so on).Summon Yugoloth (Ex): Once per day, a nycaloth canattempt to summon ano<strong>the</strong>r nycaloth or 1d3 mezzolothswith a 30% chance <strong>of</strong> success.ULTROLOTHUltroloths are <strong>the</strong> <strong>of</strong>ficers in yugoloth armies, leadingtroops and disrupting enemy plans. In <strong>the</strong> competitiveenvironment <strong>of</strong> Gehenna, <strong>the</strong>y’re frequently at oneano<strong>the</strong>r’s throats, and <strong>the</strong>y continually scheme toenhance <strong>the</strong>ir power.Ultroloths have a well-deserved reputation for cruelty.They <strong>of</strong>ten linger over fallen foes, taunting and torturing<strong>the</strong>m ra<strong>the</strong>r than granting <strong>the</strong>m a quick death. Manywear <strong>the</strong> severed fingers <strong>of</strong> <strong>the</strong>ir victims as grisly necklaces.But <strong>the</strong>y rarely engage in a stand-up fight <strong>the</strong>mselves,leaving such work to <strong>the</strong>ir minions.An ultroloth is a robed humanoid with an elongatedhead that is featureless beyond two large eyes that swirlwith color. Its skin is a mottled dark gray.CombatUltroloths prefer to work behind ranks <strong>of</strong> mezzolothsor nycaloths, using <strong>the</strong>ir spell-likeabilities to keep foes <strong>of</strong>fbalance. An ultrolothcaptain usuallyputs up walls<strong>of</strong> fire to assist frontlinetroops. If <strong>the</strong>battle hangs in<strong>the</strong> balance, ituses symbol todisrupt <strong>the</strong>enemy. An ultrolo<strong>the</strong>ngaged inserious meleealmost alwaysretreats,reasoning that it’s lost<strong>the</strong> battle alreadyat that point.Ideally,ultroloths don’t fightat all. They use invisibility or alter self to get close to <strong>the</strong>irenemies, <strong>the</strong>n reveal <strong>the</strong>ir hypnotic gaze. Onceentranced, opponents are easy prey for <strong>the</strong> ultroloth’so<strong>the</strong>r abilities.Spell-Like Abilities: At will—alter self, deeper darkness,desecrate, fear, gaseous form, invisibility, prying eyes, scrying, seeinvisibility, suggestion, wall <strong>of</strong> fire; 3/day—binding,geas/quest, mass suggestion; 1/day—symbol. These abilitiesare as <strong>the</strong> spells as cast by a 13th-level sorcerer (save DC =14 + spell level; enchantment abilities have a save DC <strong>of</strong>16 + spell level).At will, an ultroloth can use teleport without error (selfplus 50 pounds <strong>of</strong> objects only) as <strong>the</strong> spell cast by a 13thlevelsorcerer.Hypnotic Gaze (Su): Hypnotic pattern as cast by a 13thlevelsorcerer, no HD limit, 30 feet, Will DC 20 negates.Summon Yugoloth (Ex): Once per day, an ultrolothcan attempt to summon 1d4 nycaloths, 1d6 mezzoloths,or ano<strong>the</strong>r ultroloth with a 35% chance <strong>of</strong> success.TEMPLATESSome creatures have no type <strong>the</strong>mselves but are createdby adding a “template” to an existing creature. The followingrules explain how to build a templated creature.HALF-ELEMENTALMuch rarer than half-celestials or fiends, half-elementalsare <strong>the</strong> result <strong>of</strong> unions between elementals and mortalcreatures or are created by some magical infusion <strong>of</strong> elementalpower into a mortal at birth (usually through
strange and <strong>of</strong>ten distasteful rites). Such creatures arenormally left among <strong>the</strong>ir mortal kin, never againthought <strong>of</strong> by <strong>the</strong>ir o<strong>the</strong>rworldly sires.Half-elementals always have some aspect <strong>of</strong> <strong>the</strong>ir elementalnature displayed in both <strong>the</strong>ir appearance and<strong>the</strong>ir temperament.Half-air elementals <strong>of</strong>ten have <strong>the</strong>ir hair blown aboutin mysterious breezes and a breathy voice. Sometimespeople describe <strong>the</strong>m as flighty, for it’s hard for <strong>the</strong>m toconcentrate too long on any one topic.Half-earth elementals have a rocky sheen to <strong>the</strong>ir flesh.They are <strong>of</strong>ten slow to act but stubborn once committed.Half-fire elementals have a reddish tint to <strong>the</strong>ir hair,eyes, or skin. They are temperamental and quick to jumpto conclusions.Half-water elementals have a blue-green hue about<strong>the</strong>m—ei<strong>the</strong>r in <strong>the</strong>ir hair or <strong>the</strong>ir skin. They are usuallynurturing and giving, but terrible when angered.Creating a Half-Elemental“Half-elemental” is a template that can be added to anycorporeal creature with an Intelligence score <strong>of</strong> 4 or more(referred to hereafter as <strong>the</strong> “base creature”). Because <strong>the</strong>half-elemental is still mostly flesh, it cannot be <strong>of</strong> <strong>the</strong> elementaltype. Instead, <strong>the</strong> creature’s type changes to “outsider.”It uses all <strong>the</strong> base creature’s statistics and specialabilities except as noted here.AC: Natural armor improves by +1, or by +3 for a halfear<strong>the</strong>lemental.Special Attacks: A half-elemental retains all <strong>the</strong> specialattacks <strong>of</strong> <strong>the</strong> base creature. Half-elementals with anIntelligence or Wisdom score <strong>of</strong> 8 or higher possess <strong>the</strong>following spell-like abilities, using <strong>the</strong>ir character level as<strong>the</strong> caster level, as specified in <strong>the</strong> table. Each ability isusable once per day.Special Qualities: A half-elemental has all <strong>the</strong> specialqualities <strong>of</strong> <strong>the</strong> base creature. Half-elementals areimmune to disease and effects from <strong>the</strong>ir own elements(use cold for air) and gain a +4 racial bonus on Fortitudesaves against poison.Saves: Same as <strong>the</strong> base creature.Abilities: Change from <strong>the</strong> base creature as follows:Air: Str +0, Dex +2, Con +2, Int +2, Wis +2, Cha +2.Earth: Str +4, Dex –2, Con +4, Int +0, Wis +0, Cha +0.Fire: Str +0, Dex +4, Con +0, Int +2, Wis +0, Cha +2.Water: Str +2, Dex +0, Con +2, Int +2, Wis +2, Cha +2.Skills: A half-elemental has 8 skill points, plus itsIntelligence bonus, per Hit Die. Treat skills from <strong>the</strong> basecreature’s list as class skills and o<strong>the</strong>r skills as cross-class.If <strong>the</strong> creature has a class, it gains skills for class levelsnormally. Any racial bonuses that apply to <strong>the</strong> base creatureapply to <strong>the</strong> half-elemental as well.Feats: Half-elementals have one feat for every fourlevels or <strong>the</strong> base creature’s total <strong>of</strong> feats, whichever isgreater.Climate/Terrain: Same as ei<strong>the</strong>r <strong>the</strong> base creature or<strong>the</strong> elemental.Half-Air ElementalLevel Ability1–2 Obscuring mist3–4 Wind wall5–6 Gaseous form7–8 Air walk9–10 Control winds*Cast as an air spell only.Half-Earth ElementalLevel Ability1–2 Magic stone3–4 S<strong>of</strong>ten earth and stone5–6 Stone shape7–8 Spike stones9–10 Wall <strong>of</strong> stone*Cast as an earth spell only.Half-Fire ElementalLevel Ability1–2 Burning hands3–4 Produce flame5–6 Flaming sphere7–8 Wall <strong>of</strong> fire9–10 Fire shield*Cast as a fire spell only.Half-Water ElementalLevel Ability1–2 Obscuring mist3–4 Fog cloud5–6 Water breathing7–8 Control water9–10 Ice storm*Cast as a water spell only.Level Ability11–12 Chain lightning13–14 Control wea<strong>the</strong>r15–16 Whirlwind17–18 Elemental swarm*19+ Plane shiftLevel Ability11–12 Stoneskin13–14 Earthquake15–16 Iron body17–18 Elemental swarm*19+ Plane shiftLevel Ability11–12 Fire seeds13–14 Firestorm15–16 Incendiary cloud17–18 Elemental swarm*19+ Plane shiftLevel Ability11–12 Cone <strong>of</strong> cold13–14 Acid fog15–16 Horrid wilting17–18 Elemental swarm*19+ Plane shiftOrganization: Same as <strong>the</strong> base creature.Challenge Rating: Same as <strong>the</strong> base creature +2.Alignment: Same as <strong>the</strong> base creature.Treasure: Same as <strong>the</strong> base creature.Advancement: Same as <strong>the</strong> base creature.Half-Elemental CharactersHalf-elemental humanoids <strong>of</strong>ten have a character class.Half-air elementals favor bards and rogues, half-earth elementalsfavor fighters, half-fire elementals favor wizardsand sorcerers, and half-water elementals favor clerics anddruids. Half-elemental clerics serve deities appropriate for<strong>the</strong>ir elements.Sample Half-ElementalHalf-Earth Elemental MinotaurLarge Outsider (Earth)Hit Dice: 6d8+12 (39 hp)Initiative: +0Speed: 30 ft.AC: 16 (–1 size, –1 Dex, +8 natural)Attacks: Huge greataxe +11/+6 melee; gore +6 meleeDamage: Huge greataxe 2d8+9; gore 1d8+3Face/Reach: 5 ft. by 5 ft./10 ft.Special Attacks: Charge 4d6+9, spell-like abilitiesSpecial Qualities: Scent, natural cunning, immune toCHAPTER 9:MONSTERS189
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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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amid treasure gathered over eons—
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- Page 154 and 155: CHAPTER 8:DEMIPLANES154to multiple
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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