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Manual of the Planes

Manual of the Planes

Manual of the Planes

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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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