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
Climate/Terrain: Any land and undergroundOrganization: Solitary, gang (2–5), or pack (6–11)Challenge Rating: 4Treasure: NoneAlignment: Always lawful evilAdvancement: 5–8 HD (Medium-size)CombatEnergy Drain (Su): Living creatures hit by a shadowwight’s slam attack receive one negative level. The Fortitudesave to remove <strong>the</strong> negative level has a DC <strong>of</strong> 14.Create Spawn (Su): Any humanoid slain by a shadowwight becomes a wight in 1d4 rounds. Spawn are under<strong>the</strong> command <strong>of</strong> <strong>the</strong> shadow wight that created <strong>the</strong>m andremain enslaved until its death. They do not possess any<strong>of</strong> <strong>the</strong> abilities <strong>the</strong>y had in life.Undead: Immune to mind-influencing effects, poison,sleep, paralysis, stunning, and disease. Not subject to criticalhits, subdual damage, ability damage, energy drain, ordeath from massive damage.Shadow Blend (Su): In any conditions o<strong>the</strong>r than fulldaylight, a shadow wight can disappear into <strong>the</strong> shadows,giving it nine-tenths concealment. Artificial illumination,even a light or continual flame spell, does not negatethis ability. A daylight spell, however, will.Plane Shift (Su): Once per day as a free action, ashadow wight can shift itself to or from <strong>the</strong> Plane <strong>of</strong>Shadow, as <strong>the</strong> plane shift spell.Skills: Shadow wights receive a +8 racial bonus onMove Silently checks.ELEMENT CREATURESThe different Elemental <strong>Planes</strong> are home to creatures thatare made entirely <strong>of</strong> <strong>the</strong> elemental material <strong>of</strong> <strong>the</strong>ir nativeplane. The templates below present examples from each <strong>of</strong><strong>the</strong> Inner <strong>Planes</strong>, as well as a couple <strong>of</strong> alternative planes.Air Element CreaturesAir element creatures dwell in <strong>the</strong> Elemental Plane <strong>of</strong> Air.They appear as shifting clouds in <strong>the</strong> same general formas similar material beings, with darker bits <strong>of</strong> fog for eyesand mouth.Creating an Air Element Creature“Air element” is a template that can be added to any corporealcreature <strong>of</strong> <strong>the</strong> following base types: aberration, animal,beast, magical beast, plant, or vermin. The creature’s typechanges to “elemental (air).” It uses all <strong>the</strong> base creature’sstatistics and special abilities except as noted here.Hit Dice: Change to d8.Speed: An air element creature has a fly speed <strong>of</strong> 100feet, unless <strong>the</strong> base creature has a higher fly speed, withperfect maneuverability.Special Attacks: An air element creature retains all<strong>the</strong> special attacks <strong>of</strong> <strong>the</strong> base creature and also gains <strong>the</strong>following.Air Mastery (Ex): Airborne creatures suffer a –1 penaltyon attack and damage rolls against an air element creature.Special Qualities: An air element creature retains all<strong>the</strong> special qualities <strong>of</strong> <strong>the</strong> base creature and also gains<strong>the</strong> following ones:• Elemental: Immune to poison, sleep, paralysis, andstunning. Not subject to critical hits.• Darkvision with a range <strong>of</strong> 60 feet.• Damage reduction (see <strong>the</strong> table below).Hit Dice Damage Reduction1–7 —8–11 5/+112+ 10/+1If <strong>the</strong> base creature already has one or more <strong>of</strong> <strong>the</strong>se specialqualities, use <strong>the</strong> better value.Saves: Same as <strong>the</strong> base creature.Abilities: Change from <strong>the</strong> base creature as follows:Dex +6.Skills: Same as <strong>the</strong> base creature. If <strong>the</strong> air element creaturehas an Intelligence <strong>of</strong> 4 or greater, it speaks Auran.Feats: Same as <strong>the</strong> base creature, with <strong>the</strong> added feat <strong>of</strong>Flyby Attack.Climate/Terrain: Any land and underground.Organization: Same as <strong>the</strong> base creature.Challenge Rating: Up to 3 HD, same as <strong>the</strong> basecreature.3 HD to 7 HD, same as <strong>the</strong> base creature +1.8+ HD, same as <strong>the</strong> base creature +2.Treasure: Same as <strong>the</strong> base creature.Alignment: Usually neutral.Advancement: Same as <strong>the</strong> base creature.Sample Air Element CreatureAir Element SquidMedium-Size Elemental (Air)Hit Dice: 3d8 (13 hp)Initiative: +6 (Dex)Speed: Fly 100 ft. (perfect)AC: 18 (+5 Dex, +3 natural)Attacks: 10 arms +4 melee, bite –1 meleeDamage: Arms 0, bite 1d6+1Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Improved grab, air masterySpecial Qualities: Elemental, ink cloud, jet, darkvision60 ft.Saves: Fort +3, Ref +9, Will +2Abilities: Str 14, Dex 20, Con 11, Int 1, Wis 12, Cha 2Skills: Listen +7, Spot +7Feats: Flyby AttackClimate/Terrain: Any land and undergroundOrganization: Solitary or school (6–11)Challenge Rating: 1Treasure: NoneAlignment: Usually neutralAdvancement: 4–6 HD (Medium-size); 7–11 HD (Large)CHAPTER 9:MONSTERS191
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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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BYTOPIA INHABITANTSBytopia is home
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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