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.
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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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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on the Material Plane, sounds more
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- Page 154 and 155: CHAPTER 8:DEMIPLANES154to multiple
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- Page 161 and 162: BARIAURMedium-Size OutsiderHit Dice
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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