CHAPTER 9:MONSTERSIllus. by D. Roach196Skills: Tundra shamblers receive a +4 racial bonuson Hide, Listen, and Move Silently checks. *Theyreceive a +12 bonus on Hide checks when in a snowboundor icy area.WOOD ELEMENT CREATURESWood element creatures dwell on <strong>the</strong> Elemental Plane <strong>of</strong>Wood or similar hospitable domains, including <strong>the</strong> MaterialPlane. They have <strong>the</strong> same general form as materialbeings but are made entirely <strong>of</strong> wood, branches, andleaves. They have ebon, opaline spheres for eyes, and<strong>the</strong>ir clawlike hands end in jagged splinters.Creating a Wood Element Creature“Wood element” is a template thatcan be added to any corporealcreature <strong>of</strong> <strong>the</strong> followingbase types: aberration,animal, beast,magical beast, orvermin. The creature’stype changesto “elemental(wood)” if yourcampaignhas an ElementalPlane<strong>of</strong> Wood. O<strong>the</strong>rwiseits typechanges to “plant.”It uses all <strong>the</strong> basecreature’s statisticsand special abilitiesexceptas notedhere.HitDice: Change to d8.Armor Class: Natural armor improves by +2.Speed: Normal (ground) speed is halved. O<strong>the</strong>r types<strong>of</strong> movement (swim, fly, climb) are unaffected.Special Attacks: A wood element creature retains all<strong>the</strong> special attacks <strong>of</strong> <strong>the</strong> base creature and also gains <strong>the</strong>following.Spikes (Ex): A wood element creature can release volleys<strong>of</strong> bark, splinters, or wood shards, up to four such spikesper round, as a standard action. This attack has a range <strong>of</strong>120 feet with no range increment. Damage is 1d6 +Strength bonus. The wood element creature can launchup to its HD total in spikes per day.Special Qualities: A wood 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, and stunning.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/+1• Plant: While <strong>of</strong> <strong>the</strong> elemental type, a wood elementcreature is also plantlike. In addition to benefitsgranted through its elemental type, <strong>the</strong> wood elementcreature gains immunity to polymorphing and is notsubject to mind-influencing effects (charms, compulsions,phantasms, patterns, and morale effects).• Woodsense (Ex): A wood element creature can automaticallysense <strong>the</strong> location <strong>of</strong> anything within 60 feetthat is in contact withvegetation, even if<strong>the</strong> wood elementcreature is not incontact with <strong>the</strong>same vegetation.If <strong>the</strong> base creature alreadyhas one or more <strong>of</strong><strong>the</strong>se special qualities,use <strong>the</strong> better value.Saves: Same as <strong>the</strong>base creature.Abilities:Same as <strong>the</strong> basecreature.Skills: Same as<strong>the</strong> base creature.If <strong>the</strong> wood elementcreaturehas anIntelligence <strong>of</strong> 4 or greater, itspeaks Sylvan and <strong>the</strong> language<strong>of</strong> treants.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 Wood Element CreatureWood Element LeopardMedium-Size Elemental (Wood)Hit Dice: 3d8+6 (19 hp)Initiative: +4 (Dex)Speed: 20 ft., climb 20 ft.AC: 17 (+4 Dex, +3 natural)Attacks: Bite +6 melee, 2 claws +1 melee; or 3 spikes+6 ranged
Damage: Bite 1d6+3, claw 1d3+1; spike 1d6+1Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Pounce, improved grab, rake 1d3+1Special Qualities: Scent, elemental, plant, woodsense,darkvision 60 ft.Saves: Fort +5, Ref +7, Will +2Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6Skills: Balance +12, Climb +11, Hide +9*, Listen +6,Move Silently +9, Spot +6Feats: Weapon Finesse (bite, claw)Climate/Terrain: Any land and undergroundOrganization: Solitary or pairChallenge Rating: 2Treasure: NoneAlignment: Usually neutralAdvancement: 4–5 HD (Medium-size)CombatPounce (Ex): If a wood element leopard leaps upon afoe during <strong>the</strong> first round <strong>of</strong> combat, it can make a fullattack even if it has already taken a move action.Improved Grab (Ex): To use this ability, <strong>the</strong> wood elementleopard must hit with its bite attack. If it gets ahold, it can rake.Rake (Ex): A wood element leopard that gets a holdcan make two rake attacks (+6 melee) with its hind legsfor 1d3+1 points <strong>of</strong> damage each. If <strong>the</strong> wood elementleopard pounces on an opponent, it can also rake.Elemental: Immune to poison, sleep, paralysis, andstunning. Not subject to critical hits.Plant : Immune to polymorphing, not subject to mindinfluencingeffects.Woodsense (Ex): A wood element leopard can automaticallysense <strong>the</strong> location <strong>of</strong> anything within 60 feetthat is in contact with vegetation, even if <strong>the</strong> wood elementleopard is not in contact with <strong>the</strong> same vegetation.Skills: Wood element leopards receive a +4 racialbonus on Hide and Move Silently checks and a +8 racialbonus on Balance checks. *In areas <strong>of</strong> tall grass or heavyundergrowth, <strong>the</strong> Hide bonus improves to +8.AXIOMATIC CREATURESAxiomatic creatures dwell in lawful planes, <strong>the</strong>domains <strong>of</strong> order. Although <strong>the</strong>y may resemble creaturesfrom <strong>the</strong> Material Plane, <strong>the</strong>y are more perfectlyformed, <strong>the</strong>ir features sharper and more precise, <strong>the</strong>irfur or plumage shinier, <strong>the</strong>ir appearance clearer andmore heroic. They are <strong>of</strong>ten called “perfect” creatures,and some say that <strong>the</strong> axiomatic versions are <strong>the</strong> true andideal first models; all o<strong>the</strong>r creatures <strong>of</strong> <strong>the</strong> same type aremerely imitations.Creating an Axiomatic Creature“Axiomatic” is a template that can be added to any corporealcreature <strong>of</strong> lawful or neutral alignment that is nativeto <strong>the</strong> Material Plane. Beasts or animals with this templatebecome magical beasts, but o<strong>the</strong>rwise <strong>the</strong> creaturetype is unchanged. The template uses all <strong>the</strong> base creature’sstatistics and special abilities except as noted here.Special Attacks: An axiomatic creature retains all<strong>the</strong> special attacks <strong>of</strong> <strong>the</strong> base creature and also gains <strong>the</strong>following.Smite Chaos (Su): Once per day <strong>the</strong> creature can make anormal attack to deal additional damage equal to its HDtotal (maximum <strong>of</strong> +20) against a chaotic opponent.Special Qualities: An axiomatic creature retains all<strong>the</strong> special qualities <strong>of</strong> <strong>the</strong> base creature and also gains<strong>the</strong> following ones:• Darkvision with a range <strong>of</strong> 60 feet.• Fire, electricity, sonic, and cold resistance (see <strong>the</strong>table below).Fire, Electricity, Cold,Hit Dice Sonic Resistance1–3 54–7 108–11 1512+ 20• Spell resistance equal to double <strong>the</strong> creature’s HD(maximum 25).• Linked Minds (Ex): Axiomatic creatures <strong>of</strong> a particulartype within 300 feet <strong>of</strong> one ano<strong>the</strong>r are in constantcommunication. If one is aware <strong>of</strong> a particular danger,<strong>the</strong>y all are. If one in <strong>the</strong> group is not flat-footed, none<strong>of</strong> <strong>the</strong>m are. No axiomatic creature in <strong>the</strong> group is consideredflanked unless <strong>the</strong>y all are.If <strong>the</strong> base creature already has one or more <strong>of</strong> <strong>the</strong>sespecial qualities, use <strong>the</strong> better value.Saves: Same as <strong>the</strong> base creature.Abilities: Same as <strong>the</strong> base creature, but Intelligence isat least 3.Skills: Same as <strong>the</strong> base creature.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: Always lawful (any).Advancement: Same as <strong>the</strong> base creature.Sample Axiomatic CreatureAxiomatic Bulette (“Perfect Landshark”)Huge Magical BeastHit Dice: 9d10+45 (94 hp)Initiative: +2 (Dex)Speed: 40 ft., burrow 10 ft.AC: 22 (–2 size, +2 Dex, +12 natural)Attacks: Bite +12 melee, 2 claws +7 meleeDamage: Bite 2d8+8, claw 2d6+4CHAPTER 9:MONSTERS197
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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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without touching the ground. The Be
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- Page 154 and 155: CHAPTER 8:DEMIPLANES154to multiple
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- Page 179 and 180: matter at hand. They use alter self
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- Page 221 and 222: Planar Rips: Planar rips are holes
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- Page 226 and 227: Table 1: Modron CastesCaste No. of
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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