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Manual of the Planes

Manual of the Planes

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Skills: Water element tigers receive a +4 racial bonuson Balance, Hide, and Move Silently checks. *In areas <strong>of</strong>tall grass or heavy undergrowth, or in aquatic areas, <strong>the</strong>Hide bonus improves to +8.Cold Element CreaturesCold element creatures dwell in <strong>the</strong> Elemental Plane <strong>of</strong>Cold or similar hospitable domains within o<strong>the</strong>r elementalplanes, such as <strong>the</strong> Elemental <strong>Planes</strong> <strong>of</strong> Air and Water.They have <strong>the</strong> same general form as material beings butare made entirely <strong>of</strong> ice, rime, and snow. Glittering reddishslabs <strong>of</strong> ice form eyes, and <strong>the</strong>ir gaping maws arelined with steel-hard icicles.Creating a Cold Element Creature“Cold 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 (cold).” It uses all <strong>the</strong>base creature’s statistics and special abilities except asnoted here.Hit Dice: Change to d8.Armor Class: Natural armor improves by +3.Special Attacks: A cold element creature retains all<strong>the</strong> special attacks <strong>of</strong> <strong>the</strong> base creature and also gains <strong>the</strong>following.Chill (Ex): In addition to <strong>the</strong> damage from <strong>the</strong>ir attacks,cold element creatures deal additional cold 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).Special Qualities: A cold 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 Cold Damage1–3 — —4–7 — 1d48–11 5/+1 1d612+ 10/+1 1d8• Cold Subtype (Ex): Cold immunity, double damage fromfire except on a successful save.• Icewalking (Ex): This ability works like <strong>the</strong> spider climbspell but applies to all icy surfaces. Within <strong>the</strong> ElementalPlane <strong>of</strong> Cold, <strong>the</strong> cold element creature maymove normally.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> cold elementcreature has an Intelligence <strong>of</strong> 4 or greater, it speaksei<strong>the</strong>r Aquan or Auran.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 Cold Element CreatureCold Element Shambling Mound (“Tundra Shambler”)Large Elemental (Cold)Hit Dice: 8d8+24 (60 hp)Initiative: +0Speed: 20 ft.AC: 23 (–1 size, +14 natural)Attacks: 2 slams +10 meleeDamage: Slam 2d6+5 and 1d6 coldFace/Reach: 5 ft by 5 ft./10 ft.Special Attacks: Improved grab, constrict 2d6+7 and1d6 coldSpecial Qualities: Elemental, plant, electricity immunity,fire resistance 30, damage reduction 5/+1, darkvision60 feet, cold subtype, icewalkingSaves: Fort +9, Ref +2, Will +2Abilities: Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9Skills: Hide +0*, Listen +4, Move Silently +4Climate/Terrain: Any land and undergroundOrganization: SolitaryChallenge Rating: 8Treasure: 1/10th coins; 50% goods; 50% itemsAlignment: Usually neutralAdvancement: 9–12 HD (Large); 13–24 HD (Huge)CombatImproved Grab (Ex): To use this ability, <strong>the</strong> tundrashambler must hit an opponent <strong>of</strong> up to Large size withboth arm attacks. If it gets a hold, it can constrict.Constrict (Ex): A tundra shambler deals 2d6+7 points<strong>of</strong> damage, in addition to cold damage, with a successfulgrapple check against Large or smaller creatures. Theshambler can still move but cannot take any attackactions when constricting.Elemental: Immune to poison, sleep, paralysis, andstunning. Not subject to critical hits.Electricity Immunity (Ex): Tundra shamblers takeno damage from electricity. Instead, any electricity attack(such as shocking grasp or lightning bolt) used against atundra shambler grants it 1d4 points <strong>of</strong> temporary Constitution.The shambler loses <strong>the</strong>se points at <strong>the</strong> rate <strong>of</strong> 1per hour.CHAPTER 9:MONSTERS195

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