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Manual of the Planes

Manual of the Planes

Manual of the Planes

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CHAPTER 9:MONSTERS192CombatImproved Grab (Ex): To use this ability, <strong>the</strong> air elementsquid must hit with its arms attack. If it gets a hold,it automatically deals bite damage each round <strong>the</strong> hold ismaintained.Air Mastery (Ex): Airborne creatures suffer a –1penalty on attack and damage rolls against an air elementsquid.Elemental: Immune to poison, sleep, paralysis, andstunning. Not subject to critical hits.Ink Cloud (Ex): An air element squid can emit a cloud<strong>of</strong> jet-black ink 10 feet high by 10 feet wide by 10 feetlong once per minute as a free action. The cloud providestotal concealment, which <strong>the</strong> squid normally uses toescape a losing fight. Creatures within <strong>the</strong> cloud suffer<strong>the</strong> effects <strong>of</strong> total darkness.Jet (Ex): An air element squid can jet backward once around as a double move action, at a speed <strong>of</strong> 240 feet.Earth Element CreaturesEarth element creatures dwell in <strong>the</strong> Elemental Plane<strong>of</strong> Earth. They appear as shambling hulks with <strong>the</strong> samegeneral form as similar material beings but are madeentirely <strong>of</strong> stone, earth, and soil. Their eyes are multifacetedcrystals.Creating an Earth Element Creature“Earth element” is a template that can be added to anycorporeal creature <strong>of</strong> <strong>the</strong> following base types: aberration,animal, beast, magical beast, plant, or vermin. The creature’stype changes to “elemental (earth).” It uses all <strong>the</strong>base creature’s statistics and special abilities except asnoted here.Hit Dice: Change to d8.Speed: Gains burrow at <strong>the</strong> base creature’s normalspeed or 20 feet, whichever is less, in addition to <strong>the</strong>normal speed for <strong>the</strong> base creature.AC: Natural armor improves by +3.Special Attacks: An earth element creature retains all<strong>the</strong> special attacks <strong>of</strong> <strong>the</strong> base creature and also gains <strong>the</strong>following.Earth Mastery (Ex): An earth element creature gains a +1bonus on attack and damage rolls if both it and its foetouch <strong>the</strong> ground. If an opponent is airborne or waterborne,<strong>the</strong> earth element creature suffers a –4 penalty onattack and damage rolls.Burrow (Ex): An earth element creature can glidethrough stone, dirt, or almost any o<strong>the</strong>r sort <strong>of</strong> ear<strong>the</strong>xcept metal as easily as a fish moves through water, in amanner similar to a xorn’s.Special Qualities: An earth element creature retainsall <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).Hit Dice Damage Reduction1–7 —8–11 5/+112+ 10/+1• Tremorsense (Ex): The earth element creature can automaticallysense <strong>the</strong> location <strong>of</strong> anything within 60 feetthat is in contact with <strong>the</strong> ground.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.Saves: Same as <strong>the</strong> base creature.Abilities: Change from <strong>the</strong> base creature as follows:Str +2, Dex –2.Skills: Same as <strong>the</strong> base creature. If <strong>the</strong> earth elementcreature has an Intelligence <strong>of</strong> 4 or greater, it speaks Terran.Feats: Same as <strong>the</strong> base creature.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 Earth Element CreatureEarth Element RhinocerosLarge Elemental (Earth)Hit Dice: 8d8+40 (76 hp)Initiative: –1 (Dex)Speed: 30 ft., burrow 20 ft.AC: 18 (–1 size, +10 natural, –1 Dex)Attacks: Gore +14 meleeDamage: Gore 2d6+13Face/Reach: 5 ft. by 10 ft./5 ft.Special Attacks: Earth masterySpecial Qualities: Damage reduction 5/+1, elemental,tremorsense, darkvision 60 ft.Saves: Fort +11, Ref +5, Will +3Abilities: Str 28, Dex 8, Con 21, Int 2, Wis 13, Cha 2Skills: Listen +11Climate/Terrain: Any land and undergroundOrganization: Solitary or herd (2–12)Challenge Rating: 6Treasure: NoneAlignment: Usually neutralAdvancement: 9–12 HD (Large); 13–24 HD (Huge)CombatEarth Mastery (Ex): An earth element rhinocerosgains a +1 bonus on attack and damage rolls if both it andits foe touch <strong>the</strong> ground. If an opponent is airborne orwaterborne, <strong>the</strong> earth element rhinoceros suffers a –4penalty on attack and damage rolls.

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