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Manual of the Planes

Manual of the Planes

Manual of the Planes

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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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