Face/Reach: 10 ft. by 20 ft./10 ft.Special Attacks: Leap, smite chaosSpecial Qualities: SR 18, scent, tremorsense,linked minds, darkvision 60 ft.; cold, electricity,fire, and sonic resistance 5Saves: Fort +11, Ref +8, Will +4Abilities: Str 27, Dex 15, Con 20,Int 3, Wis 13, Cha 6Skills: Jump +12, Listen +6CHAPTER 9:MONSTERSIllus. by M. Cavotta198Climate/Terrain: Any landand undergroundOrganization: Solitary orpairChallenge Rating: 9Treasure: NoneAlignment: Always lawfulneutralAdvancement: 10–16 HD(Huge); 17–27 HD (Gargantuan)CombatLeap (Ex): An axiomatic bulette canjump into <strong>the</strong> air during combat. This allows it to makefour claw attacks instead <strong>of</strong> two, but it cannot bite. Theattack bonus is +12.Smite Chaos (Su): Once per day an axiomatic bulettecan make a normal attack to deal an additional +9 damageagainst a chaotic opponent.Tremorsense (Ex): An axiomatic bulette can automaticallysense <strong>the</strong> location <strong>of</strong> anything within 60 feet that isin contact with <strong>the</strong> ground.Linked Minds (Ex): Axiomatic bulettes within 300 feet<strong>of</strong> one ano<strong>the</strong>r are in constant communication. If one isaware <strong>of</strong> a particular danger, <strong>the</strong>y all are. If one in <strong>the</strong> groupis not flat-footed, none <strong>of</strong> <strong>the</strong>m are. No axiomatic bulettein <strong>the</strong> group is considered flanked unless <strong>the</strong>y all are.ANARCHIC CREATURESAnarchic creatures dwell in planes <strong>of</strong> chaos, <strong>the</strong> realms <strong>of</strong>disorder. Although <strong>the</strong>y may resemble creatures from <strong>the</strong>Material Plane, <strong>the</strong>y appear less finished, <strong>the</strong>ir featuresmore rough and uneven, <strong>the</strong>ir fur or scales blotched andtattered, <strong>the</strong>ir appearance more ragged and horrific. Theyare also called <strong>the</strong> Unfinished, and some say <strong>the</strong>y werefirst drafts, abandoned to <strong>the</strong> roiling planes <strong>of</strong> chaos byforgotten creators.Creating an Anarchic Creature“Anarchic” is a template that can be added to any corporealcreature <strong>of</strong> chaotic 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 anarchic creature retains all <strong>the</strong>special attacks <strong>of</strong> <strong>the</strong> base creature and also gains <strong>the</strong>following.Smite Law (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 lawful opponent.Special Qualities: An anarchic 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.• Acid, cold, electricity, fire, and sonic resistance 5.• Immune to polymorphing and petrification.• Fast healing (see <strong>the</strong> table below).• Damage reduction (see <strong>the</strong> table below).Hit Dice Damage Reduction Fast Healing1–3 —4–7 — 18–11 — 312+ 5/+1 5If <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, 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 chaotic (any).Advancement: Same as <strong>the</strong> base creature.Sample Anarchic CreatureAnarchic AthachHuge AberrationHit Dice: 14d8+70 (133 hp)Initiative: +1 (Dex)Speed: 50 ft.AC: 20 (–2 size, +1 Dex, +8 natural, +3 hide)Attacks: Huge club +12/+7 melee, 2 Huge clubs +12melee, bite +14 melee; or rock +5/+0 ranged, 2 rocks+5 rangedDamage: Huge club 2d6+8, 2 Huge clubs 2d6+4, bite2d8+4 and poison; or rock 2d6+8, 2 rocks 2d6Face/Reach: 10 ft. by 10 ft./15 ft.Special Attacks: Poison, smite lawSpecial Qualities: Damage reduction 5/+1, fast healing5, darkvision 60 ft., immune to polymorph and petrification;acid, cold, electricity, fire, and sonic resistance 5Saves: Fort +9, Ref +5, Will +10Abilities: Str 27, Dex 12, Con 21, Int 7, Wis 12, Cha 6Skills: Climb +16, Jump +16, Listen +7, Spot +7Feats: Multiattack, Multidexterity, Multiweapon FightingClimate/Terrain: Any land and undergroundOrganization: Solitary, gang (2–4), or tribe (7–12)Challenge Rating: 9Treasure: 1/2 coins; double goods; standard itemsAlignment: Always chaotic evilAdvancement: 15–28 HD (Huge)CombatPoison (Ex): Bite, Fortitude save (DC 22); initialdamage 1d6 temporary Strength, secondary damage 2d6temporary Strength.Smite Law (Su): Once per day an anarchic athach canmake a normal attack to deal an additional +14 damageagainst a lawful opponent.PETITIONERPetitioners are <strong>the</strong> reconstituted souls <strong>of</strong> <strong>the</strong> dead in <strong>the</strong>Outer <strong>Planes</strong>. They dwell <strong>the</strong>re as an eternal reward (oreternal punishment) for <strong>the</strong>ir past lives, as servants andwarriors for more powerful creatures, as playthings forsadistic demons, and as raw material for new creations.They <strong>of</strong>ten serve as window dressing, spear carriers,extras, and examples for travelers from o<strong>the</strong>r planes.The appearance <strong>of</strong> a petitioner depends on <strong>the</strong> cosmology.One idealized version <strong>of</strong> <strong>the</strong> petitioner is acalm, untiring, unthinking servant who exists in <strong>the</strong>bliss <strong>of</strong> his or her deity, all needs taken care <strong>of</strong>. Ano<strong>the</strong>ris a slave burning among <strong>the</strong> hellfires for sins real andimagined, tortured and eventually made into a morepowerful instrument <strong>of</strong> evil. A third is <strong>the</strong> warrior whobattles throughout <strong>the</strong> day and wenches and drinksaway <strong>the</strong> evening in great halls, preparing for <strong>the</strong> lastbattle <strong>of</strong> <strong>the</strong> universe.In general, petitioners appear in <strong>the</strong> form that <strong>the</strong>y hadbefore <strong>the</strong>y died, though <strong>the</strong>y may be remade by <strong>the</strong>planes or <strong>the</strong> powers <strong>of</strong> those planes to fit <strong>the</strong> nature <strong>of</strong><strong>the</strong>ir particular afterlife—in a cosmology where <strong>the</strong>deities are all dragons, for example, petitioners mayresemble dragons. For <strong>the</strong> core cosmology, most petitionersare humanoid in appearance (although <strong>the</strong>re areexceptions even <strong>the</strong>re).Who goes to heaven? Whoever you decide. Whatcreatures may become petitioners is up to you. In <strong>the</strong>core cosmology, this is limited to creatures who originallyhad Intelligence and Wisdom scores <strong>of</strong> at least 1.The following types may become petitioners: aberrations,animals, beasts, dragons, fey, giants, humanoids,magical beasts, monstrous humanoids, and shapechangers,as well as plants, oozes, and vermin with sufficientlyhigh ability scores (treants are in, assassinvines are out). Undead and constructs are not usuallymade into petitioners, although <strong>the</strong> souls <strong>of</strong> <strong>the</strong>ir originalforms may be. Elementals and outsiders tend tomeld with <strong>the</strong>ir native planes, and as such do notbecome petitioners (<strong>the</strong>ir souls may still be called backfrom <strong>the</strong> dead).Who, on an individual basis, becomes a petitionerdepends on <strong>the</strong> cosmology. In some cosmologies, everyonewho has died is embodied in <strong>the</strong> afterlife. In o<strong>the</strong>rs,only those chosen by <strong>the</strong> deities are so favored, with <strong>the</strong>remainder <strong>of</strong> <strong>the</strong> dead’s energies scattered among <strong>the</strong> Outer<strong>Planes</strong>. In yet o<strong>the</strong>rs, souls are remade into celestial,fiendish, axiomatic, and anarchic creatures.Still o<strong>the</strong>r cosmologies embrace parts <strong>of</strong> all <strong>the</strong>se:Spirits become petitioners for as long as <strong>the</strong>re arethose in <strong>the</strong> Material Plane who remember <strong>the</strong>m.Once <strong>the</strong>y are forgotten, <strong>the</strong>se petitioners fade backinto <strong>the</strong> stuff <strong>of</strong> <strong>the</strong> plane itself to be remade as planarbeings. You may embrace any <strong>of</strong> <strong>the</strong>se options for yourown campaign.In terms <strong>of</strong> game play, petitioners are usually notcentral figures. While it may be useful to have <strong>the</strong>player characters occasionally encounter familiar,now-dead individuals, in most cases this template isfor nonplayer characters. Dead PCs may be restored tolife, but in that case <strong>the</strong>y forget any <strong>of</strong> <strong>the</strong>ir experiencesas petitioners.Creating a Petitioner“Petitioner” is a template that may be added to any creatureas determined by <strong>the</strong> nature <strong>of</strong> <strong>the</strong> campaign (referred tohereafter as <strong>the</strong> “base creature”). The creature’s typebecomes “outsider.” It uses all <strong>the</strong> base creature’s statisticsand special abilities except as noted here.Hit Dice: Change to 2d8. Retain any bonus hit pointsfrom <strong>the</strong> base creature’s original HD total.AC: Only size, Dexterity, and natural armor modifiersapply. Armor bonuses are not applicable.Attacks: Base attack bonus is reduced to +2, subject tomodifications for size and Strength. If <strong>the</strong> base creature’sbase attack bonus is less than +2, use <strong>the</strong> lower number.CHAPTER 9:MONSTERS199
- Page 2 and 3:
MANUAL OF THE PLANESJeff Grubb, Bru
- Page 4:
INTRODUCTIONIntroductionThis book i
- Page 7 and 8:
of the universe (earth, air, fire,
- Page 9 and 10:
within a plane where the rules are
- Page 11 and 12:
Shapes of the PlanesinfiniteGreat W
- Page 13 and 14:
save (DC 25) or gain a negative lev
- Page 15 and 16:
Illus. by A. Swekelven if a plane i
- Page 17 and 18:
Planar RelationshipsPlaneAPlane ACo
- Page 19 and 20:
Creatures that use positive or nega
- Page 21 and 22:
GETTING FROM PLANETO PLANEThe plane
- Page 23 and 24:
Illus. by A. Swekelhe planes are la
- Page 25 and 26:
Spot (Wis), and Use Magic Device (C
- Page 27 and 28:
Direction (Wis), Jump (Str), Knowle
- Page 29 and 30:
damage bonus does not apply to crea
- Page 31 and 32:
to a limited extent. On planes with
- Page 33 and 34:
Greater planar bindingHoly wordLess
- Page 35 and 36:
elemental form to put out nonmagica
- Page 37 and 38:
Audible Alarm: An audible portal al
- Page 39 and 40:
On planes you create yourself, safe
- Page 41 and 42:
Illus. by A. Swekelhe Material Plan
- Page 43 and 44:
Oerth’s cosmology is laid out in
- Page 45 and 46:
Illus. by A. Swekelhe Transitive Pl
- Page 47 and 48:
spells and spell-like effects that
- Page 49 and 50:
often used by astral travelers who
- Page 51 and 52:
There is no day or night on the Ast
- Page 53 and 54:
Table 5-3: Astral Encountersd% Enco
- Page 55 and 56:
try to lure adventurers away from e
- Page 57 and 58:
even if prisoners escape, they’re
- Page 59 and 60:
Any creature becoming ethereal (inc
- Page 61 and 62:
The Plane of Shadow does not connec
- Page 63 and 64:
describes some typical abilities an
- Page 65 and 66:
Illus. by A. Swekelhe Inner Planes
- Page 67 and 68:
positiveElementalPlane ofWaterThree
- Page 69 and 70:
A maximum of 20d6 points of damage
- Page 71 and 72:
of material and have his life crush
- Page 73 and 74:
Table 6-2: Elemental Plane of Earth
- Page 75 and 76:
MOVEMENT AND COMBATThe Elemental Pl
- Page 77 and 78:
ELEMENTAL PLANEOF WATERIt is an oce
- Page 79 and 80:
Red TidesA dangerous contagion has
- Page 81 and 82:
• Impeded Magic: Spells and spell
- Page 83 and 84:
Class abilities that use positive e
- Page 85 and 86:
Illus. by A. Swekelf the Inner Plan
- Page 87 and 88:
CHAPTER 7:THE OUTERPLANES87Beastlan
- Page 89 and 90:
everything within a ten-mile radius
- Page 91 and 92:
Only those who suffer mortal wounds
- Page 93 and 94:
Plane drift through the miasma: bit
- Page 95 and 96:
FamiliarityVery familiarStudied car
- Page 97 and 98:
Every word, scream, or shout is cau
- Page 99 and 100:
oulders, and worked stone, as if a
- Page 101 and 102:
directional gravity. Unless stated
- Page 103 and 104:
sun no brighter than the Material P
- Page 105 and 106:
and Colothys confines liars whose u
- Page 107 and 108:
OthrysCathrysMinethysColothysPorpha
- Page 109 and 110:
Normal petitioners in Hades gain on
- Page 111 and 112:
PlutonThe third gloom of Hades is a
- Page 113 and 114:
Gehenna CombatCombat on Gehenna is
- Page 115 and 116:
NINE HELLS OF BAATORIt is Hell, whe
- Page 117 and 118:
added to the Bronze Citadel. Work g
- Page 119 and 120:
dribble of slimy water sluices into
- Page 121 and 122:
StygiaThe fifth layer of the Nine H
- Page 123 and 124:
they first enter the downdraft or b
- Page 125 and 126:
are big enough for whole cities and
- Page 127 and 128:
the truth, the ice sheet has object
- Page 129 and 130:
Scion Queen Mother at all times, an
- Page 131 and 132:
they have three possible courses of
- Page 133 and 134:
always find themselves in the surf
- Page 135 and 136:
amid treasure gathered over eons—
- Page 137 and 138:
BYTOPIA INHABITANTSBytopia is home
- Page 139 and 140:
on the Material Plane, sounds more
- Page 141 and 142:
BelierinBelierin is a land of misty
- Page 143 and 144:
without touching the ground. The Be
- Page 145 and 146:
ARBOREA LINKSArborea borders the Be
- Page 148 and 149: CHAPTER 7:THE OUTERPLANESOUTLANDS I
- Page 150 and 151: OutlandsExcelsiorSigilTradegateEcst
- Page 152 and 153: CHAPTER 7:THE OUTERPLANES152Table 7
- Page 154 and 155: CHAPTER 8:DEMIPLANES154to multiple
- Page 157 and 158: of naivete. Neth doesn’t know how
- Page 159 and 160: Illus. by A. Swekelhe planes suppor
- Page 161 and 162: BARIAURMedium-Size OutsiderHit Dice
- Page 163 and 164: precious and lovely, firres take up
- Page 165 and 166: Summon Tanar’ri (Sp): Tanar’ri
- Page 167 and 168: Spinagon (Baatezu)Narzugon (Baatezu
- Page 169 and 170: Xag-YaXeg-YiMedium-Size Outsider (I
- Page 171 and 172: dull black orbs that reflect noligh
- Page 173 and 174: DaoMaridLarge Outsider (Air, Evil)L
- Page 175 and 176: is drawn in melee, the blade transf
- Page 177 and 178: When an inevitable is created, it r
- Page 179 and 180: matter at hand. They use alter self
- Page 181 and 182: Ice Paraelemental, Small Ice Parael
- Page 183 and 184: Magma Paraelemental, Huge Magma Par
- Page 185 and 186: succeed at a Fortitude save or inha
- Page 187 and 188: CanolothMezzolothMedium-Size Outsid
- Page 189 and 190: strange and often distasteful rites
- Page 191 and 192: Climate/Terrain: Any land and under
- Page 193 and 194: Elemental: Immune to poison, sleep,
- Page 195 and 196: Skills: Water element tigers receiv
- Page 197: Damage: Bite 1d6+3, claw 1d3+1; spi
- Page 201 and 202: Appendix: VariantPlanes & Cosmologi
- Page 203 and 204: Region of DreamsDreamscapesDreamsca
- Page 205 and 206: A mirror-self is created somewhere
- Page 207 and 208: ever-shifting ice floating on a fro
- Page 209 and 210: Time onTime ond% Material Plane Tem
- Page 211 and 212: FAERIE INHABITANTSThe Plane of Faer
- Page 213 and 214: are needed to swim through it. Movi
- Page 215 and 216: Myriad PlanesCosmologyplanar clumpp
- Page 217 and 218: sends that character’s double fro
- Page 219 and 220: WINDING ROAD LINKSPlanar travelers
- Page 221 and 222: Planar Rips: Planar rips are holes
- Page 223: Lolth 100, 103Lucid Dreaming 203Lun
- Page 226 and 227: Table 1: Modron CastesCaste No. of
- Page 228 and 229: 4pursuit of order is particularly b
- Page 230 and 231: THE MODRONCATHEDRALDeep in the hear
- Page 232 and 233: drones have limited conversational
- Page 234 and 235: 10tually any environment, withstand
- Page 236 and 237: 12Modron Traits: Immune to mind-inf
- Page 238 and 239: Face/Reach: 5 ft. by 5 ft./10 ft.Sp
- Page 240 and 241: 16Spell-Like Abilities: At will—c
- Page 242 and 243: Wholeness of Body (Su): A secundus
- Page 244 and 245: 2of the common room into other part
- Page 246 and 247: credence to this theory by occasion
- Page 248 and 249:
PLAY MOREFREE D&D® V.3.5 ACCESSORY
- Page 250 and 251:
Table of ContentsThe Nature of the
- Page 252 and 253:
Pandemonium: Electricity and sonic
- Page 254 and 255:
Manual of the Planes MonstersFeats