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.
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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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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BelierinBelierin is a land of misty
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- Page 154 and 155: CHAPTER 8:DEMIPLANES154to multiple
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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