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Manual of the Planes

Manual of the Planes

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CHAPTER 9:MONSTERS190disease and earth-based effects, +4 bonus on Fortitudesaves against poisonSaves: Fort +4, Ref +5, Will +5Abilities: Str 23, Dex 8, Con 19, Int 7, Wis 10, Cha 8Skills: Intimidate +8, Jump +8, Listen +12, Search +11,Spot +12Feats: Great Fortitude, Power AttackClimate/Terrain: Any undergroundOrganization: Solitary or gang (2–4)Challenge Rating: 6Treasure: StandardAlignment: Usually chaotic evilAdvancement: By character classCombatCharge (Ex): A half-earth elemental minotaur typicallybegins a battle by charging at an opponent, loweringits head to bring its mighty horns into play. In addition to<strong>the</strong> normal benefits and hazards <strong>of</strong> a charge, this allows<strong>the</strong> beast to make a single gore attack that deals 4d6+9points <strong>of</strong> damage.Spell-Like Abilities: 1/day—magic stone, s<strong>of</strong>ten earthand stone, stone shape. These abilities are as <strong>the</strong> spells castby a 6th-level cleric.Natural Cunning (Ex): Although half-earth elementalminotaurs are not especially intelligent, <strong>the</strong>y possessinnate cunning and logical ability. This makes <strong>the</strong>mimmune to maze spells, prevents <strong>the</strong>m from ever becominglost, and enables <strong>the</strong>m to track enemies. Fur<strong>the</strong>r, <strong>the</strong>yare never caught flat-footed.Skills: Half-earth elemental minotaurs receive a +4racial bonus on Search, Spot, and Listen checks.SHADOW CREATURESShadow creatures dwell on <strong>the</strong> Plane <strong>of</strong> Shadow, sometimescrossing into o<strong>the</strong>r planes where <strong>the</strong> barriersbetween dimensions are weak. Just as parts <strong>of</strong> <strong>the</strong> Plane<strong>of</strong> Shadow resemble a strange, distorted version <strong>of</strong> <strong>the</strong>Material Plane, shadow creatures superficially resemblecreatures from <strong>the</strong> Material Plane. Shadow creaturesare darker, more elusive, and spookier than <strong>the</strong>ir materialcounterparts. Grays and blacks are <strong>the</strong>ir mostcommon colors, with white and yellow rarely seen.They are not to be confused with shadows (undeadcreatures that <strong>of</strong>ten dwell on <strong>the</strong> Plane <strong>of</strong> Shadow).O<strong>the</strong>r creatures native to <strong>the</strong> Plane <strong>of</strong> Shadow exist thathave stronger or weaker connections to <strong>the</strong> energies <strong>of</strong>that place (such as <strong>the</strong> shadow mastiff ) and do notfollow this template.Creating a Shadow Creature“Shadow” is a template that can be added to any corporealcreature (referred to hereafter as <strong>the</strong> “base creature”). Thecreature’s type changes to “magical beast.” It o<strong>the</strong>rwiseuses all <strong>the</strong> base creature’s statistics and special abilitiesexcept as noted below.Speed: As base creature × 1 1/2.Special Qualities: A shadow creature retains all <strong>the</strong>special qualities <strong>of</strong> <strong>the</strong> base creature and also gains <strong>the</strong>following ones:• Cold resistance <strong>of</strong> 5 + 1 per HD, to a maximum <strong>of</strong> 20.• Darkvision with a range <strong>of</strong> 60 feet.• Low-light vision.• Shadow Blend (Su): In any conditions o<strong>the</strong>r than fulldaylight, a shadow creature can disappear into <strong>the</strong>shadows, giving it nine-tenths concealment. Artificialillumination, even a light or continual flame spell, doesnot negate this ability. A daylight spell, however, will.Shadow creatures also have one additional supernaturalability for every 4 HD <strong>the</strong>y possess (minimum <strong>of</strong> one)chosen from <strong>the</strong> following list:• +2 luck bonus on all saving throws.• Cause fear once per day.• Damage reduction 5/+1.• Evasion.• Mirror image one per day.• Plane shift self to or from <strong>the</strong> Plane <strong>of</strong> Shadow onceper day.• Regenerate 2 hit points per round (slain if brought to 0hit points).If <strong>the</strong> base creature already has one or more <strong>of</strong> <strong>the</strong>se specialqualities, use <strong>the</strong> better value.Skills: Same as <strong>the</strong> base creature, plus Move Silently+6.Feats: Same as <strong>the</strong> base creature.Climate/Terrain: Same as <strong>the</strong> base creature.Organization: Same as <strong>the</strong> base creature.Challenge Rating: Same as <strong>the</strong> base creature +1.Treasure: Same as <strong>the</strong> base creature.Alignment: Same as <strong>the</strong> base creature, althoughrarely good.Advancement: Same as <strong>the</strong> base creature.Sample Shadow CreatureShadow WightMedium-Size Magical BeastHit Dice: 4d12 (26 hp)Initiative: +1 (Dex)Speed: 45 ft.AC: 15 (+1 Dex, +4 natural)Attacks: Slam +3 meleeDamage: Slam 1d4+1 plus energy drainFace/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Energy drain, create spawnSpecial Qualities: Undead, cold resistance 9, darkvision60 ft., low-light vision, shadow blend, plane shiftSaves: Fort +1, Ref +2, Will +5Abilities: Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15Skills: Climb +5, Hide +8, Listen +8, Move Silently +16,Search +7, Spot +8Feats: Blind-Fight

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