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Manual of the Planes

Manual of the Planes

Manual of the Planes

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CHAPTER 9:MONSTERS194Water Element CreaturesWater element creatures dwell in <strong>the</strong> Elemental Plane<strong>of</strong> Water. They have viscous, fluid bodies in <strong>the</strong> samegeneral form as similar material beings. Glowing orbs<strong>of</strong> green serve as eyes, and a concavity lined with coralas a mouth.Creating a Water Element Creature“Water 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 (water).” It uses all <strong>the</strong>base creature’s statistics and special abilities except asnoted here.Hit Dice: Change to d8.Speed: Swim 90 feet in addition to <strong>the</strong> normal speedfor <strong>the</strong> base creature.Special Attacks: A water element creature retains all<strong>the</strong> special attacks <strong>of</strong> <strong>the</strong> base creature and also gains <strong>the</strong>following.Water Mastery (Ex): A water element creature gains a +1bonus on attack and damage rolls if both it and its opponenttouch water. If <strong>the</strong> opponent or water element creatureis landbound, <strong>the</strong> water element creature suffers a –4penalty on attack and damage rolls.Drench (Ex): The water element creature’s touch putsout torches, campfires, exposed lanterns, and o<strong>the</strong>ropen flames <strong>of</strong> nonmagical origin, if <strong>the</strong>se are <strong>of</strong> Largesize or smaller. The creature can dispel magical fire ittouches as dispel magic cast by a sorcerer whose levelequals <strong>the</strong> water element creature’s HD total. It gains nobenefit or disadvantage against creatures from <strong>the</strong> ElementalPlane <strong>of</strong> Fire.Special Qualities: A water 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: Same as <strong>the</strong> base creature.Skills: Same as <strong>the</strong> base creature. If <strong>the</strong> air elementcreature has an Intelligence <strong>of</strong> 4 or greater, it speaksAquan.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 Water Element CreatureWater Element TigerLarge Elemental (Water)Hit Dice: 6d8+18 (45 hp)Initiative: +2 (Dex)Speed: 40 ft., swim 90 ft.AC: 14 (–1 size, +2 Dex, +3 natural)Attacks: 2 claws +9 melee, bite +4 meleeDamage: Claw 1d8+6, bite 2d6+3Face/Reach: 5 ft. by 10 ft./5 ft.Special Attacks: Pounce, improved grab, rake 1d8+3,water mastery, drenchSpecial Qualities: Elemental, darkvision 60 ft.Saves: Fort +8, Ref +7, Will +3Abilities: Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6Skills: Balance +6, Hide +5*, Listen +3, Move Silently +9,Spot +3Climate/Terrain: Any land and undergroundOrganization: SolitaryChallenge Rating: 4Treasure: NoneAlignment: Usually neutralAdvancement: 7–12 HD (Large); 13–18 HD (Huge)CombatPounce (Ex): If a water element tiger leaps upon a foeduring <strong>the</strong> first round <strong>of</strong> combat, it can make a full attackeven if it has already taken a move action.Improved Grab (Ex): To use this ability, <strong>the</strong> water elementtiger must hit with a claw or bite attack. If it gets ahold, it can rake.Rake (Ex): A water element tiger that gets a hold canmake two rake attacks (+9 melee) with its hind legs for1d8+3 points <strong>of</strong> damage each. If a water element tigerpounces on an opponent, it can also rake.Water Mastery (Ex): A water element tiger gains a +1bonus on attack and damage rolls if both it and its opponenttouch water. If <strong>the</strong> opponent or water element tigeris landbound, <strong>the</strong> tiger suffers a –4 penalty on attack anddamage rolls.Drench (Ex): A water element tiger’s touch puts outtorches, campfires, exposed lanterns, and o<strong>the</strong>r openflames <strong>of</strong> nonmagical origin, if <strong>the</strong>se are <strong>of</strong> Large size orsmaller. It can dispel magical fire it touches as dispel magiccast by a 6th-level sorcerer. The water element tiger gainsno benefit or disadvantage against creatures from <strong>the</strong> ElementalPlane <strong>of</strong> Fire.Elemental: Immune to poison, sleep, paralysis, andstunning. Not subject to critical hits.

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