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Manual of the Planes

Manual of the Planes

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Elemental: Immune to poison, sleep, paralysis, andstunning. Not subject to critical hits.Tremorsense (Ex): An earth element rhinoceros canautomatically sense <strong>the</strong> location <strong>of</strong> anything within 60feet that is in contact with <strong>the</strong> ground.Fire Element CreaturesFire element creatures dwell on <strong>the</strong> Elemental Plane <strong>of</strong>Fire. They have <strong>the</strong> same general form as material beingsbut are ba<strong>the</strong>d in flame, hair and fur replaced with fire,and scaled or armored portions replaced with blackenedash and charcoal. Their eyes glow with blue flames.Creating a Fire Element Creature“Fire 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’stype changes to “elemental (fire).” It uses all <strong>the</strong>base creature’s statistics and special abilities except asnoted here.Hit Dice: Change to d8.Special Attacks: A fire element creature retains all<strong>the</strong> special attacks <strong>of</strong> <strong>the</strong> base creature and also gains<strong>the</strong> following.Heat (Ex): In addition to <strong>the</strong> damage from <strong>the</strong>ir attacks,fire element creatures deal additional fire damage with<strong>the</strong>ir natural weapons (including claw, bite, slam, or tailattack). The amount <strong>of</strong> damage depends on <strong>the</strong> HD total<strong>of</strong> <strong>the</strong> creature (see <strong>the</strong> table below).Burn (Ex): Those hit by <strong>the</strong> natural weapons <strong>of</strong> a fire elementcreature must succeed at a Reflex save or catch fire.The flame burns for 1d4 rounds (See Catching on Fire inChapter 3 <strong>of</strong> <strong>the</strong> DUNGEON MASTER’s Guide). The save DC isequal to 7 + <strong>the</strong> fire element creature’s HD total.Creatures hitting a fire element creature with naturalweapons or unarmed attacks take fire damage as thoughhit by <strong>the</strong> fire element creature’s attack, and also catchfire unless <strong>the</strong>y succeed at a Reflex save.Special Qualities: A fire 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).AdditionalHit Dice Damage Reduction Fire Damage1–3 — —4–7 — 1d48–11 5/+1 1d612+ 10/+1 2d6• Fire Subtype (Ex): Fire immunity, double damage fromcold except on a successful save.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: Same as <strong>the</strong> base creature.Skills: Same as <strong>the</strong> base creature. If <strong>the</strong> fire elementcreature has an Intelligence <strong>of</strong> 4 or greater, it speaks Ignan.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 Fire Element CreatureFire Element ApeLarge Elemental (Fire)Hit Dice: 4d8+8 (26 hp)Initiative: +2 (Dex)Speed: 30 ft., climb 30 ft.AC: 14 (–1 size, +2 Dex, +3 natural)Attacks: 2 claws +7 melee, bite +2 meleeDamage: Claw 1d6+5 plus 1d4 fire, bite 1d6+2 plus1d4 fireFace/Reach: 5 ft. by 5 ft./10 ft.Special Attacks: Heat, burnSpecial Qualities: Elemental, fire subtype, scent, darkvision60 ft.Saves: Fort +6, Ref +6, Will +2Abilities: Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7Skills: Climb +18, Listen +6, Spot +6Feats: NoneClimate/Terrain: Any land and undergroundOrganization: Solitary or company (2–5)Challenge Rating: 3Treasure: NoneAlignment: Usually neutralAdvancement: 5–8 HD (Large)CombatHeat (Ex): In addition to <strong>the</strong> damage from its attacks, afire element ape deals an additional 1d4 points <strong>of</strong> firedamage with its claw and bite attacks.Burn (Ex): Those hit by a fire element ape’s claw or biteattack must succeed at a Reflex save (DC 11) or catch fire.The flame burns for 1d4 rounds (See Catching on Fire inChapter 3 <strong>of</strong> <strong>the</strong> DUNGEON MASTER’s Guide).Creatures hitting a fire element ape with naturalweapons or unarmed attacks take fire damage as thoughhit by its attack, and also catch fire unless <strong>the</strong>y succeed ata Reflex save.Elemental: Immune to poison, sleep, paralysis, andstunning. Not subject to critical hits.Fire Subtype (Ex): Fire immunity, double damagefrom cold except on a successful save.CHAPTER 9:MONSTERS193

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